A location in a video game that serves as a base of operations. Usually contains anything you need to replenish your Hit Points and the like, save the game
, etc. If the player's inventory is capped
, this location is likely to have access to an unlimited storage container.
You may not necessarily have it from the start, but it must be easy to access once you have it. You may even be able to decorate it.
Often mobile; see Cool Ship
, Cool Boat
and Base on Wheels
. If fixed, it may or may not be a Hub Level
Compare Hub City
- Arthur's House in Cave Story. You're locked out at first, and you won't even be able to get to the key until the plot thickens a little, but it then becomes the player's jumping off point for the rest of the first part of the game.
- The Dark Tower in Overlord. It's a bit dilapidated at the start of the game, but once you find the vital parts that were stolen from it and some construction equipment, your minions can restore it to it's former glory. Along with the throne room, armoury, and spawning pit, the tower comes equipped with customizable private quarters for you and the mistress of your choice- complete with a vault to store all your ill-gotten gains.
- Overlord II has the new Overlord working out of the Netherworld Tower. Built into a massive stalactite suspended over a fiery abyss, this tower is even grander than the previous one; along with much more luxurious private quarters and the ability to resurrect dead minions at the minion burrows, you're also given the opportunity to drop offending visitors into the abyss. You can even travel around the Netherworld on floating asteroids!
Hack and Slash
- Inverted in Left 4 Dead (and any other game which is based around escaping a hazardous area), where the whole point is to reach such a place (although the "safe rooms" which start and end the levels may count as they allow you to stock up on ammo, switch weapons, provide a medkit for each person in your party and allow fallen players to respawn once the surviving players reach them). However, going there is not that easy, and staying in these safe rooms for too long can bite you in the ass when zombies inevitably force their way in.
- In Deus Ex, the UNATCO headquarters on Liberty Island served as JC Denton's homebase. At least for a while.
- The Batcave levels in Batman Doom. Since it's a Doom mod, you cannot really return to it whenever you want to, but in between each "chapter" (two to three levels centering around a single villain) you return to the Batcave where you find some supplies. More interestingly, the Batcave has a different, cleverly hidden secret area each time you revisit it.
- No More Heroes has Travis' hotel room where he could change, watch TV or save the game. He also received missions via the phone.
- No More Heroes 2: Desperate Struggle makes it better by letting Travis move around and play several minigames, other than occasionally talking to his friends.
- City of Heroes has fully customizable Super Group bases that allow, among other things, storage of salvage, enhancements and inspirations; teleporters to the various zones; a medical reclaimer where you can resurrect when defeated (instead of the in-zone hospital or worse, a hospital in another zone); access to empowerment stations where you can buff your stats, and more.
- Phantasy Star Online 2 has the Arks Ship, a spaceship where players can shop for supplies and arrange parties and missions to other worlds. Players can also purchase their own customizable rooms.
- Star Trek Online plays with this trope a bit.
- Technically, your Cool Starship is your player character's home base. However, you do not have any storage functions on your ship beyond sending something to your limited Account Bank from your ready room. Your character's personal storage and mail systems can only be access at Hub Levels like Earth Spacedock, New Romulus, Qo'Nos, Deep Space Nine and so one or by using a summonable freighter.
- Players who own playable freighters and the Suliban Cell Ship have one proper as their Cool Starship. The trade off being its a Used Future cargo vessel and not a combat-ready ship.
- Fleets have their own Starbases and holdings that serve as this. At high enough rankings, players can instantly transwarp to them.
- Star Wars: Galaxies featured a large variety of non-instanced player houses from small and big regular houses of different styles to sail barges, Sith temples, bunkers, hangars, towers and more. Players were allowed to freely place them pretty much anywhere outside of NPC cities. Many guilds also formed player cities as their base of operations. Players could use them to store items and freely decorate the interior with pretty much all items from the their inventories. Those who chose the Structures Trader profession were also able to craft lots of different pieces of furniture for other players. Players of the Trader professions could also use them as shops to sell their crafted items. Additionally, players who owned multiplayer ships like the Sorosuub Luxury Yacht, Y-8 Mining Ship, YT-1300s (like the Millennium Falcon), etc. were also able to decorate them just like their houses and use them as their Base on Wheels.
- World of Warcraft's latest expansion gives the player a whole hub city, and not exactly a small one at that, take a look◊. It's not only very ego-stroking, but functional, allowing players to support their professions as well as have NPCs handle other professions for them, send out followers on quests, and can be customized with a variety of guards, banners, statues, and entire buildings. A fully leveled Garrison looks as impressive, if not more, than most towns in the game.
- Star Wars: The Old Republic originally intended your personal ship to serve as your player headquarters. This got knocked out of the water when they released Strongholds in version 3.0, however, as not only can you instantly travel to them from anywhere, you can also use them to instantly travel to your shipnote , or to instantly travel to your faction's Fleetnote . The cheapest and most basic choice would be an apartment on your faction's capital planetnote . The next step up is a floating "sky palace" on (above?) Nar Shadaa, useful in that it caters to your characters from both factionsnote . Then there's the Tatooine villa, and most recently, the Yavin IV Temple, both of which cost millions. Guilds can purchase a Guild Flagship, which costs tens of millions in investment, but are totally worth it. Not every Star Wars game lets you chill out on your very own guild star destroyer, after all.
- Mabinogi has the Homestead, accessible instantly from anywhere in the overworld. It can host various crafting tools that are normally found only in a few towns (and Homestead versions never require fuel or a use fee), as well as minor resource supplies like woodchopping blocks, fishing ponds and herb patches. It also has plenty of cosmetic items, up to and including a floating crescent moon that you can sit on and chat with friends. No storage, though.
- Path of Exile features the Hideout, which players can get and expand by currying favor with the Forsaken Masters. Comes standard with a waypoint and Stash access, and can be very easily fitted with the Masters' crafting tools. You can also invite some of the Masters themselves to hang out at your place, and they'll reward you with Daily Missions that let you gain favor with them much more efficiently.
- In some games, to 'win' you need to protect your Player Headquarters. Homeworld is an example (with The Mothership as your Player Headquarters), but there are many others, such as Starcraft.
- Pikmin has the ship Olimar came in which traveled into high orbit to avoid the nocturnal creatures every night.
- The Pokemon Paradise in Pokémon Mystery Dungeon: Gates to Infinity serves this purpose; the home of your hero and partner, the mission boards, a place to adjust your team roster and a basic shop being there initially. Over time, you're able to expand it into a proper place for Pokemon to live, having them open and run more specialized shops, dojos to power up your moves at, and farms that can grow seeds and berries, among other things.
Shoot 'em Up
- Most Final Fantasy games rather use the biggest Global Airship as a mobile HQ:
- The Invincible of Final Fantasy III: Airship. This one even had shops in it.
- The Lunar Whale in Final Fantasy IV: Spaceship.
- However, Final Fantasy V had the Catapult, the Lost Technology underwaterground base where you dock your Lost Technology airship. With two scientists working for you full time!
- The Blackjack in Final Fantasy VI: Airship. Complete with lounge, engine room, bedroom, merchants, and casino! The Falcon replaces the Blackjack later on, but it has fewer creature comforts. Both allow you to change your party.
- The Highwind in Final Fantasy VII: Airship, which even contains a chocobo stable. The game also allows you to purchase a luxury home in Costa Del Sol. You can rest there as a free inn after paying the initial cost. Of course, it costs 300,000 gil, and you'll never spend that much in game purely on inns.
- Balamb Garden in Final Fantasy VIII: Starts as large military academy, and then lifts off and flies around.
- The Fahrenheit in Final Fantasy X: Airship. Comes with a merchant and several recruitable blitzball players, and readily accessible from most save spheres.
- Quite explicitly, the Celsius in Final Fantasy X-2, complete with item shop.
- A Mog House (which is a misnomer, as it's really a Mog Room) in Final Fantasy XI allows adventurers to:
- Check their at-Moogle inventory, which includes a Safe, possible storage space from furniture, and a Locker acquired as a mercenary of Aht Urhgan,
- Check for any deliveries, which include gifts from players and profits from auctions,
- Change your job class into pretty much whatever the hell you want,
- Perform gardening, which can result in possible rare items,
- Place and arrange furniture, which adds storage space and bonus effects,
- And even invite your friends in, no matter if the House is a pig's sty or not.
- Final Fantasy XII: Revenant Wings takes this and runs with it. It's the only area in the game where nothing is trying to kill you.
- Kingdom Hearts has a few. Most notably Traverse Town in Kingdom Hearts I and Radiant Garden in Kingdom Hearts II.
- The Normandy in Mass Effect. In the Pinnacle Station DLC, if you survive Ahern's insanely hard simulation, he will give you his house on a nearby colony world. In addition to a cool view, it also has grenade and medi-gel dispensers, and a radio you can use to purchase equipment from passing convoy ships.
- Your apartment in Taris, then Ebon Hawk in both Knights of the Old Republic. It's a Telos apartment, then the Hawk in Sith Lords.
- Dragon Age series:
- The camp in Dragon Age: Origins and Arl Eamon's estate in Denerim during the endgame. Soldier's Peak also serves the same function in the DLC once you clear out the demonic infestation and deal with Avernus; in Awakening, it's Vigil's Keep.
- Dragon Age II has Gamlen's house in Act I and Hawke Estate for the rest of the game.
- Dragon Age: Inquisition has Haven for the first act. After it is attacked by the Big Bad, the Inquisition moves to Skyhold, an abandoned fortress in the mountains.
- The Elder Scrolls:
- Daggerfall and Oblivion give the player the option to buy himself a house on multiple in-game locations to store their loot in. Battlespire, Redguard and mobile phone games don't have things like that. In Morrowind you can't buy, but if you feel like it, you can just kill the owner of a house and it's yours to keep. Beware of breaking any quests though.
- In Morrowind, you are allowed to continue using the house of your early Quest Giver once he leaves, and can actually have one of three different manors built, complete with guards and servants, depending on which of the great houses you join. This intersects with the 'kill the owner of a house' option, since the other two manors get built at the same time, and you get quests to kill the non-player characters that are lords of those manor instead of you.
- In Oblivion, you can buy houses from the head of any major town/city. Each one is different: the house in Bravil is cheap and kind of run-down, but large; the house in Skingrad is extremely expensive, but it's a massive mansion, and you can get a servant!
- In Skyrim, it's similar to Oblivion. You can buy houses from the heads of the major towns and cities, but unlike Oblivion, you need to earn the respect of the head through completing quests for the people in their town. Yes,even if you're a well-known Dragonborn who resolved the civil war and prevented The End of the World as We Know It.
- Fallout 3 has two Player Headquarters: the Megaton house for good players and the Tenpenny Tower suite for evil ones. Brotherhood of Steel bases serve this function (late) in the first two games. Medical facilities, item storage, even surgery to improve your stats are available.
- Fallout: New Vegas features a variety of them, including faction-affiliated safehouses, hotel rooms in Novac and Freeside, the Lucky 38 Presidential Suite, and — after completing the relevant DLC — an abandoned Brotherhood of Steel bunker and the Sink at Big MT.
- Fallout 4 has the Home Plate apartment in Diamond City, which can be purchased for the sum of 2000 caps, as well as player quarters in Vault 81 (after completing Hole in the Wall), the Institute (after completing Synth Retention), Listening Post Bravo, and the Prydwen (both after completing Blind Betrayal). The many Settlements around the Commonwealth can also be outfitted as player bases, which come in handy in the updated Survival Mode where fast-travel is disabled, carrying capacity is reduced, and food, drink, and sleep are mandatory.
- In Sonic Chronicles: The Dark Brotherhood, there's a place near the GUN base where you can go to replenish HP and PP, and change who's in your current party without having to wait for a plot point. It's not really a hub, as part of the game lets you fly from area to area using the Tornado, and on foot, its area only separates the first area from the rest of the world.
- Another example is the End of Time from Chrono Trigger, which has a Hub Level, a save point, a healing point and a dock for your Global Airship, a portal to the final boss, and the God of War's crib.
- Neverwinter Nights has the various Temples of Tyr.
- In Neverwinter Nights 2, the Sunken Flagon inn is this at first, succeeded in mid-Act II by Crossroad Keep (which doubles as an Unexpected Gameplay Change). The first expansion Mask of the Betrayer has the Veil Theater. Storm of Zehir, again, has Crossroad Keep, and more specifically your Merchant Headquarters inside its courtyard.
- Skies of Arcadia has the two ships you travel on, most notably the Delphinus. Vyse also establishes his own pirate base in the latter sections of the game.
- The Suikoden series has the non-mobile version; in each game you get a castle (or some sort of similar building) that serves as your headquarters. Once you've recruited the right people, you can quickly teleport between it and the outside world.
- In Earthbound, you'd think this would be Ness' house, and you'd be right until you leave Onett and getting there becomes inconvenient. Saturn Valley later takes its place, especially once you get Teleport Beta. Dr Andonuts' laboratory would have made a good HQ if only you could teleport directly to it.
- Raidou Kuzunoha vs. The Soulless Army has Tsukudo-Cho, which has the Narumi Detective Agency (Save/Review/Push in the right direction (if Narumi's there)), Konnou-Ya (item shop), and under that, the Gouma-Den (Fusion/Healing).
- The Van Eltia in Tales of Eternia.
- The Lhant Manor serves as a non-mobile version of this in Tales of Graces. The shuttle serves as a mobile version but you have to pay to sleep in it... but can use it to fly around the world for free!
- In Divine Divinity you can use abandoned houses for this cause, or buy/rent one after solving a quest.
- You can get a secret base in Pokémon Ruby and Sapphire, its remake, and Pokémon Diamond and Pearl. The RSE/ORAS one can be made anywhere there's a marker once you have a Pokemon with Secret Power. In Gen IV, it's in the Underground, the subterranean labyrinth under the Sinnoh Region. You can decorate it and interact wirelessly with other players/visit their bases. There's also the Pokémon Centers, which serve as this to all Pokémon trainers, especially in Gen V onwards, since the Pokémart was combined with the Pokémon Center, allowing you to rest up, organize your team, do shopping, trade/battle with other players (in Gen V) and change clothes (in Gen VI), all under the same roof.
- Professor Krane's lab in Pokémon XD is a bit more straight example.
- Your house in Legend of Mana.
- Exit Fate has Elysium Castle, which starts out with save points, an inn and the ability to swap party members and eventually grows to contain every type of shop, multiple optional minigames, the ability to teleport to and from anywhere in the world and more.
- Baldur's Gate II had different strongholds for almost every class in the game. The expansion upped it with a private dimensional pocket you could teleport to at will.
- Persona 3 has the special Mega Corp-funded dorm where all the SEES members live. Persona 4 one-ups it with the Investigation Team's very classy "secret headquarters," which is the Junes food court.
- The Observatory in Pandora's Tower.
- Mana Khemia: Alchemists of Al-Revis has the party claim a communal workshop where you can save and synth items.
- Grillin Village in Brave Fencer Musashi. Its sequel, Musashi Samurai Legend, has Antheum.
- Metal Walker has various base camps. Some are in fixed locations, but most you can place yourself.
- In Dragon Slayer, you can return to the house you start off at to replenish your health and, if carrying the right things, increase maximum health and attack power. If you have a ring, you can move the house to a spot more convenient for grinding. You also have to bring the four crowns back there after slaying the dragon, but it's not so easy.
- Breath of Fire II has Township. At first it doesn't seem like much, but later on in the game you can heal, save and change your party there, the Fusion Dance granny and her shamans move in there, you can invite various people, some of which will open shops or provide other services, and late in the game it is possible to make it fly.
- In Kingdoms Of Amalur, the player gets a home in every area where they can store items, change their appearance, brew potions, create gems, and/or forge armor and weapons. They slowly build in opulence from an abandoned house in Canneroc to a full-fledged castle on the Caeled Coast.
- In Legacy of the Wizard, the Worzen family home is the only place to switch characters or save the game.
- In Pillars of Eternity, one of the early story missions sees you seeking out an older Watcher in his keep of Caed Nua. Arriving there, you discover that the keep has been all but abandoned and fell apart after its former master was driven insane by his condition. After he attacks you and you have to put him down, the keep's Genius Loci proclaims you its new master, tasking you with restoring its many, many dilapidated facilities, as well as hiring a garrison to defend it. Once you do, the keep provides safe haven with Resting Recovery opportunities and vendors, as well as a treasury. It also hosts the entrance to the single largest dungeon in the entire game, appropriately dubbed "the Endless Paths". A later patch adds a quest-chain involving the legal ownership of Caed Nua, with a lord raising a claim to it. The magistrates rules in his favour but adds a clause about him having to compensate you for clearing it of monsters and repairing damage, and when he instead storms off in a huff the magistrate passing on the decision says that since the other lord refused the judgement, by default you get to keep Caed Nua. You still end up having to protect yourself from other underhanded means of undermining your rule, culminating in a full-on mercenary invasion.
- In Might and Magic VII the tutorial quest ends with your heroes being declared Lords of Harmondale, with the first story arc after that being to fix up the ruined Castle Harmondale and try to get some actual respect. The role of player headquarter gets shared between Castle Harmondale itself (once fully repaired it has several services, it has a target for Town Portal, and some main quests involve meeting representatives of other nations in the throne room) and Harmondale City outside the door (has a variety of other services, including travel links to other regions).
- Star Control 1 and 2 have starbases where you can build additional ships. In the first game, The star base is just good for cranking out ships. In the second game, you have one starbase that you continue to go to for resupply, story info, and is pretty much your staging ground for the entire campaign.
- Of course, your house in Animal Crossing games! In addition to being yours to decorate as you choose, it's where you store your items, listen to music, play NES games (in the original), save, and receive your mail. New Leaf adds the Mayor's Office, where you can set ordinances and order the construction of decorations and new buildings.
- Your farmhouse in the Harvest Moon. In several games in the series, you can buy other properties and build smaller houses on them.
- Assassin's Creed:
- Assassin's Creed II gives you the town of Monteriggioni (a real life location) which includes your house, the Villa Auditore. It's a pretty cool place, and if you upgrade it, you can earn lots and lots of cash.
- The series gets other different H Qs along the way. Brotherhood has the Assassin HQ in Rome, with Ezio using the money he earns to renovate Rome into a thriving city, then does the same thing with Constantinople in Revelations. In 3, Connor has the Davenport Homestead, bringing in settlers of different walks of life. 4 has Great Inagua, which starts off as a hidden port for the Templars, but becomes a pirate island once Edward takes over. Unity has the Cafe Theatre which starts off as a rundown theater, but after Arno fixes it up and does missions, it becomes a thriving hotspot. Syndicate has the Train Hideout, a moving locomotive the twins use as their base of operations. Either Jacob or Evie hang out there when the player is controlling the other.
- Metal Gear Solid: Peace Walker features the Mother Base, a former oil platform where you can organize your teams into various duties such as Combat, R&D, Intel and also go and do target practice, handy for raising weapon stats at little risk to the player.
- In Metal Gear Solid V: The Phantom Pain, the new Mother Base functions largely the same but is much bigger and can be explored as well as expanded as you progress.
- The tram loading rooms in Dead Space usually contain a store and a save point, but occasionally contain enemies, especially if you're coming back to them a second time.
- The fast-travel "twin huts" in Radiation Island provide a place to heal up, restock, and sleep in relative safety. You can craft extra chests to store things. A recent update gave players the ability to build their own houses, complete with multiple floors, stairs, and functional doors. The doors open only for the player who installed them, turning any building into a secure hiding place or storage area. Craft enough furniture like tables, desks, chairs and beds, and An Interior Decorator Is You as a bonus. However, only the inside of a hut is safe; the environs immediately outside may be a different matter entirely.
- Silent Hill 4: The Room plays with this. In between the action levels, you can go to your apartment, where you can save, store and retrieve items, and, most importantly, slowly regenerate your health. For the first half of the game, you'll settle into a pattern of entering the apartment, then leaving the game to grab a snack while the health goes up. As the game progresses, a bunch of evil spirits start to move in and can damage you, eventually doing more damage than is repaired by resting. You end up spending as little time as possible there, saving and doing item work at a paranoid pace.
- The Security Room in Dead Rising. Then later on, Carlito's hideout.
- One use of the Stronghold Builder's Guidebook in Dungeons & Dragons.
- The Research Centers in Pandemic. You have a starting one in Atlanta (which is the real life location of the CDC's headquarters), and can build up to five more as the game progresses. They are used for fast travelling without needing to discard valuable cards, and are also required to research cures.
Wide Open Sandbox
- Giants: Citizen Kabuto not only did this but had the player construct his own, RTS-style, complete with walls, defense turrets and upgrade-dispenser buildings for two of the playable species. The other one just ate everything he didn't throw.
- Ghostbusters: The Video Game has the titular Ghostbusters' famous firehouse, complete with the fire poles, Ecto-1 in the Garage, and the containment unit in the basement.
- Warframe has three different kinds, each of which has slightly different functions. First and foremost is your Orbiter, which you load into whenever you open up the game; it'll let you manage your inventory, fuse and transmute mods, view your Codex, breed Kubrows and Kavats, buy stuff from the Market, refine your Void Relics, launch missions, and more. Next is your Clan's Dojo, which can be designed and customized as you and your clanmates see fit; it'll give you access to trading, research, Alliance management, and just a place to hang out with your fellow Clan members. Finally, there's the Tenno Relays, hubs open to any players that have reached a given Mastery Rank; much like your Orbiter, you'll be able to swap out your equipment and launch missions, but you can also take advantage of the Sanctuary's features or buy something from Baro Ki'Teer on one of his biweekly visits.
- The Grand Theft Auto games, starting with Grand Theft Auto III, have the safehouses. You can save, heal and clear your Wanted level in them, and in some games you change clothes in safehouses too. You usually get one free at the start of the game, and to get more, you have to buy them. Though you usually get a few other free ones along the way (in Grand Theft Auto: San Andreas you can count on getting one every time you reach a new part of the state). Grand Theft Auto V walks this back a bit by giving two of the three protagonists only one safehouse at a time; Franklin starts out living with his aunt before moving into a luxurious crib in Vinewood Hills, and Michael, aside from a brief stay in Trevor's trailer, only has his Rockford Hills mansion. Trevor, for his part, actually gets three altogether (two simultaneously); his default trailer, Floyd Hebert's apartment (acquired by force), and then the Vanilla Unicorn strip club that he takes over after killing the previous owner.
- Saints Row 2: Not only can you buy several apartments, wharfs and an airport hangar (and a lighthouse!), The Saints also have a pretty big HQ. You can upgrade your apartments looks to gain style points while the gang HQ evolves along with your progression in the game.
- Jimmy's dorm room in Bully. Later in the game, he gets another five headquarters: a beach house from the Preps, the Nerds' comic shop, the Jocks' clubhouse, the Greasers' pool hall and a Townie-controlled building in the industrial park.
- The Saboteur starts with one hidden in a strip club, and you gain more as the story progresses.
- In Minecraft the player has to build everything from scratch: from a simple hole in the side of a hill, to a small house made of dirt, to a colossal castle, which the player can outfit with beds to rest/respawn, crafting stations, storage, plantations and any mechanism the player can invent.Other than being a safe haven from the nightly monsters, of course.
- The X-Universe games starting with Reunion have the er.. Player Headquarters. The headquarters in each game are gained by doing a small sub-plot. The HQ lets you reverse engineer ships (to learn their blueprints), build ships (using learned blueprints and resources), scrap ships (for gaining resources), repair ships (using some resources), and adjust the hue and saturation value on your ship's hull paint (except for Boron ships because of their organic construction). The HQ has a massive storage bay for storing all your crap, 12 external docking ports for capital ships, 20 external docking ports for freighters and corvettes, and a infinitely large internal docking bay for fighters, making it an excellent parking location for your unused ships.
- Real Life: In military history, many armies have used something like this, perhaps falling back to a fort at night.
- Romans built a fort every night when on the march.