Point And Click Map
Video game world map that functions like a menu: click on location to go there.


(permanent link) added: 2012-04-24 06:59:28 sponsor: Koveras (last reply: 2012-05-04 04:14:25)

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A variety of World Map where the player doesn't steer the Player Character across the map but only has to click on the destination location to instantly go there. The global map thus functions as just another game menu, albeit stylized and pretty. Optionally, it will have sub-menus (smaller-scale maps).

Accessing the global map often requires either reaching the edge of the current location or interacting with a special transporter item or character, overlapping with Warp Whistle (though not all Warp Whistles present themselves as world maps). When "traveling", the path may be tracked on the map to conceal the level loading sequence. En route, the player can be optionally interrupted by a single Random Encounter (rarely more).

At the beginning of the game, only a couple of destinations will be available, but more will be added to the map later, either by exploration (finding hidden exits from known locations), by accepting quests that lead you there, or by exploration and completing certain quests on site. If the destination has several entrance points, your original location will often determine which of them you will teleport to.

Examples:

Platform Games

RPG -- Eastern
  • Unlike many earlier installments, Final Fantasy X and its sequel utilize a map selection-screen for traveling by your Global Airship.
  • Pokemon franchise:
    • Pokémon Colosseum and its sequel, unlike most Pokemon games, use a World Map selection screen for travelling between locations.
    • The Pokémon Mystery Dungeon series also uses a world map to move between destinations, although the only destinations aside from the home town/base are dungeons. A few dungeons require one party member knowing an HM move (like Fly, Surf, or Dive) to access.
  • Legend of Mana: You get to place destinations on the map as you go, which has an effect on the monster difficulty in that area.
  • Legaia II: Duel Saga features a map selection screen for picking which town or dungeon you wish to visit. Once you acquire your pirate ship you can select destinations across water. Later in the game you also acquire a flying dragon, and any time you select a non-adjacent destination, the game shows the dragon flying between destinations rather than your party leader running across the map.
  • Tales of Symphonia: Dawn of the New World also features this.
  • Xenoblade gives players the option to travel between maps, via its quick travel function. Which is a good thing, because there's 20 maps and they're friggin' huge! Of course, if players prefer, they can take the scenic route.
  • In Dubloon, sailing is done by talking to Timber and picking a location on the Treasure Map, assuming the player found a map where it was drawn.
  • This is how you moved ashore in the original Uncharted Waters: clicking on one of up to nine buildings on the port map took you there immediately. This was removed from the sequel in favor of navigable Three-Quarters View maps.
  • Rogue Galaxy: While you can use save points to warp between locations within the same planet, interplanetary travel is controlled via a map screen.
  • Breath of Fire IV: You travel across the map using fixed routes; Random Encounters occur as a "?" appearing above the player's head, allowing the player to enter a generic field to fight monsters and/or locate items (but are otherwise not mandatory).
  • Super Mario RPG: The World Map is divided into several screens progressing in a circular fashion, and you can travel between any available destination at any time.
  • The Ogre Battle series has a map then minimap with the point and click interface.

RPG -- Western
  • The Baldur's Gate series featured menu-like maps of the Sword Coast and Amn (I and II, respectively). The first game's map had a rather obvious square grid structure, where if you wanted to unlock the location east of you, you had to reach the east edge of your current location, etc.. Also, the travel times were tracked on the In-Universe Game Clock: further destinations resulted in longer travel.
  • Vampire: The Masquerade – Bloodlines had the map of Los Angeles, accessible by speaking to a cabbie. The four major hubs (Santa Monica, Downtown, Hollywood, and Chinatown) were unlocked as the main quest progressed, while additional quest locations were added to it as you picked them up. There were no random encounters while traveling.
  • In The Elder Scrolls series:
  • In the Dragon Age series:
    • Origins had the map of Ferelden (Amaranthine in the expansion) that functioned similarly to Baldur's Gate II: destinations were unlocked by exploration and quests, you could get ambushed, and there were sub-maps for the Deep Roads and Denerim. Due to lack of an in-game clock, however, you were always Traveling at the Speed of Plot.
    • Dragon Age II had the map of Kirkwall (by day and by night), as well as the Wounded Coast region nearby. The random encounters were removed (there was only a single plot-triggered one).
  • The Mass Effect series has it, but only with the top, Portal Network level of the galaxy map. To move within star systems and from star to star, you have to manually navigate the ship.
  • Evil Islands features multiple locations connected only via travel points. Accessing them summons the world map, where you can choose to travel either to the adjacent area's travel points or any area you have previously unlocked by completing quests there.
  • In another Russian RPG, GoldenLand (a.k.a. Heath: The Unchosen Path), the world map is accessed on reaching the edge of the location. From there one can travel to any available location, from permanent hubs to temporary quest locations. The progress is tracked on the map and you can be ambushed along the way.

Will go under Videogame Interface Elements.
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