Paul Weimer offers up a defence of fantasy maps, at least the good ones.
It might be facile to hashtag #notallmaps, but, really, not every map is a geologic mess, not every map is a Eurocentric western ocean oriented map, with an eastern blend into problematic oriental racial types. Not every map has borders which strictly follow natural barriers and does not have the messy irregularity that real world maps and borders have.
He offers up some examples of what he considers the better sort of fantasy map. Notably, and one I didn’t know, a map from Arianne “Tex” Thompson’s One Night in Sixes:
This is a map I love because it is precisely an in-world artifact. This is a map as used by the characters, changed and remarked for current conditions. Oftentimes, a map in a fantasy novel will be in “god game mode,” an omniscient point of view at the reader, not the character level. Even if characters traverse the entirety of the map, Tough Guide to Fantasyland style, they often aren’t seeing the world of the map as the map. The style and technology of a map is often at odds with what the characters already have.
The difference between maps for the reader and in-world maps is an interesting point, one I plan to look at in more depth in a future article. And I’ll have more to say on fantasy map style, and fantasy map design, shortly.