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[[quoteright:350:[[VideoGame/TheCurseOfMonkeyIsland http://static.tvtropes.org/pmwiki/pub/images/bloodislandv2_350_2091.png]]]]
[[caption-width-right:345:You'll be seeing this a lot, but very briefly.]]

->''"Here is the map. Where do you wish to go?"''
-->-- '''Gwonam''', ''[[VideoGame/TheLegendOfZeldaCDiGames Link: The Faces of Evil]]''

A variety of interactive video game maps where the player doesn't [[OverworldNotToScale steer the player character across the map]] but only has to [[PointAndClick click on the destination location to instantly go there]]. (Older games that have no mouse functionality, or console games, often use the directional keys instead of a cursor to make a selection, but they still count in the spirit of the trope.) Essentially, it functions like another game menu, [[FantasyWorldMap albeit stylized and pretty]]. Optionally, it will have smaller-scale maps to act as sub-menus.

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 WarpWhistle (though not all {{Warp Whistle}}s present themselves as world maps). When "traveling", the path may be tracked on the map to [[DynamicLoading conceal the level loading sequence]]. En route, the player can be optionally interrupted by a single {{Random Encounter|s}} (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.



[[folder:Adventure Games]]
* ''Videogame/StrongBadsCoolGameForAttractivePeople'' uses a "map" which is constructed by the player; as more locations are discovered, the player can add them as stamps anywhere on an empty sheet of paper, and even move them around. Clicking on a stamp instantly moves you there.
* Quite a few of the ''Videogame/RealityOnTheNorm'' games, such as ''Defender of RON''.
* ''VideoGame/TheLongestJourney'' had several point-and-click maps: Newport (accessible only in the subway), Marcuria (accessible by reaching the edge of a location), the Northlands, and the Alais Island. In all cases, new locations had to be unlocked by solving puzzles or advancing the overall plot.
* All five ''Videogame/MonkeyIsland'' games feature point-and-click maps. The sea map in ''VideoGame/MonkeyIsland2LeChucksRevenge'' provides increasingly weird excuses for why you can't go anywhere except for the three main islands:
-->'''Captain Dread''': "We can't go there, mon. That's the Forbidden Icosahedron!"
* The first ''VideoGame/BrokenSword'' game had this for travelling between its several international destinations (France, Spain, Syria, Ireland...), but later games tended to just send you from one location to another when you'd [[LinkedListClueMethodology found the clues you needed]].
* ''VideoGame/{{Paradigm}}'' uses a postcard the title character found inside a mailbox, inside a mailbox, inside his mailbox (yes, really).
* ''VideoGame/KingsQuest'':
** One of the earliest known examples is from ''VideoGame/KingsQuestIIIToHeirIsHuman'', where said map is an actual MagicMap found in the wizard's bedroom. A gag in the FanRemake done by Creator/AGDInteractive features a pirate finding the map among the protagonist's possessions and pointing at it, causing him to disappear.
** There is an obtainable magic map in ''VideoGame/KingsQuestVIHeirTodayGoneTomorrow''. ''King's Quest III'' and ''King's Quest VI'' are the only ones in the series to feature them, and they are also the only ones in the series to star Prince Alexander.
* Three of the five ''VideoGame/QuestForGlory'' games have them, ''VideoGame/QuestForGloryII'' has one of the city of Shapeir (the FanRemake adds one in for Raseir as well), and ''VideoGame/QuestForGloryIII'' and ''VideoGame/QuestForGloryV'' have them for their respective lands.
* Many {{Hidden Object Game}}s, especially more plot-heavy games like ''Videogame/MysteryCaseFiles'' and ''Videogame/DarkParables'' have this feature to help minimize the amount of backtracking the player needs to do to complete the various puzzles and tasks to move the story forward.

[[folder:Platform Games]]
* ''VideoGame/TheLegendOfZeldaCDiGames'' had menus like this.
-->'''Gwonam''': Here is the map. Where do you wish to go?
* The ''Franchise/SuperMarioBros'' franchise:
** ''VideoGame/SuperMarioBros3'': Every world has a map. Players select a level by moving Mario (or Luigi) on the grid ([[http://static.tvtropes.org/pmwiki/pub/images/SuperMario3_map1_4958.png image]]). Hammer Bros. wander around the map, and attack Mario if he meets them. Each world has an airship that can fly around the map.
** ''VideoGame/SuperMarioWorld'' uses a large overworld map and six sub-maps. After Mario or Luigi completes certain levels, the terrain changes and forms new paths.
** ''VideoGame/SuperMarioGalaxy2'': While the first game used a HubLevel, the second game used a map screen, accessible from the bridge of your spaceship.
** ''VideoGame/NewSuperMarioBros'': The maps are linear affairs that progress from one level to the next. ''VideoGame/NewSuperMarioBrosWii'' uses 3D rendered maps, similar to the 2D maps of ''VideoGame/SuperMarioBros3'' (even including wandering Hammer Bros).
** ''VideoGame/SuperMarioOdyssey'' uses a standard map screen that's accessed by tossing Cappy onto the globe that sits on the Odyssey's desk, zooming onto it so you can choose which kingdom you wish to travel to.
* A staple of the ''VideoGame/DonkeyKongCountry'' series, including ''VideoGame/DonkeyKongCountryReturns'': There is one large map depicting the entire world, with each destination represented by a smaller map containing the actual levels.
* In the 2008 ''[[VideoGame/PrinceOfPersia2008 Prince of Persia]]'', the map of the City allows you to instantly travel from any already cleansed level to any other. The game simply explains it with [[AWizardDidIt Elika's light-fueled teleportation power]].
* ''VideoGame/SonicAdventure2'' uses a world map like this as its level select screen.
* ''VideoGame/EryisAction'' features one. [[spoiler:Even the map is trying to kill you.]]
* ''VideoGame/DustAnElysianTail'' uses one to navigate between larger areas.
* ''VideoGame/Ghostbusters1990'' allowed you to choose where you wanted to go: Home Sweet Home; Apartment; Wooden House; High-Rise Penthouse.

[[folder:Puzzle Game]]
* ''VideoGame/{{Antichamber}}'': One of the walls in the main room has a map of all the areas you have visited, as well as their connections to every other room. Can be useful for restarting puzzles or moving to different puzzles when stuck.

[[folder:RPG -- Eastern]]
* Unlike many earlier installments, ''VideoGame/FinalFantasyX'' and [[VideoGame/FinalFantasyX2 its sequel]] utilize a map selection-screen for traveling by your GlobalAirship. You can also input coordinates to access secret areas.
* ''Videogame/{{Pokemon}}'' franchise:
** In all of the titles in the main series, the [[WarpWhistle Fly]] ability uses this interface to transport you to your chosen destination.
** ''Videogame/PokemonColosseum'' and its sequel, unlike most Pokemon games, use a world map selection screen for travelling between locations.
** The ''Videogame/PokemonMysteryDungeon'' 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.
** This is how you get around in the ''VideoGame/PokemonTradingCardGame'' Gameboy game.
* ''Videogame/LegendOfMana'': You get to place destinations on the map as you go, which has an effect on the monster difficulty in that area.
* ''[[VideoGame/LegendOfLegaia 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.
* ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' also features this.
* ''VideoGame/{{Xenoblade}}'' gives players the option to travel between maps, via its [[WarpWhistle 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 ''VideoGame/{{Dubloon}}'', sailing is done by talking to {{T|heCaptain}}imber and picking a location on the TreasureMap, assuming the player found a map where it was drawn.
* This is how you moved ashore in the original ''VideoGame/UnchartedWaters'': clicking on one of up to nine buildings on the port map took you there immediately. This was removed from the [[VideoGame/UnchartedWatersNewHorizons sequel]] in favor of navigable ThreeQuartersView maps.
* ''VideoGame/RogueGalaxy'': While you can use save points to warp between locations within the same planet, interplanetary travel is controlled via a map screen.
* ''VideoGame/BreathOfFireIV'': You travel across the map using fixed routes; RandomEncounters 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).
* All three ''VideoGame/ShadowHearts'' games utilise this form of map screen. Bigger areas like England and New York are split up into a sub-map where you can choose where you want to go in them.
* ''VideoGame/SuperMarioRPG'': The map is divided into several screens progressing in a circular fashion, and you can travel between any available destination at any time.
* The ''VideoGame/OgreBattle'' series has a map then minimap with the point and click interface.
* ''Videogame/FinalFantasyTactics'' used this for the main map, but you could actually still wind up in RandomEncounters when crossing green (monster-filled) locations. ''Videogame/FinalFantasyTacticsAdvance'' had you build a map in this fashion, with the random encounters replaced by wandering ones, and ''Videogame/FinalFantasyTacticsA2'' had another predefined map.
* ''[[VideoGame/LunarTheSilverStar Lunar Legend]]'' replaces the overworld with a simple map selection screen. ''VideoGame/LunarDragonSong'' does this to towns as well.
* ''VideoGame/ChildOfLight'' features an overworld, but the Map of Lemuria allows you to travel to any visited place (excluding a few dungeons) by clicking their icon on the world map.
* ''VideoGame/DarkCloud'' and it's sequel ''VideoGame/DarkChronicle'' used this. ''Dark Cloud'''s version was a literal map given to Toan by Dran for the express purpose of making his journey easier.
* ''VideoGame/TheReconstruction'' makes use of this form of map, allowing you to select through the five main areas in the game: Wadassia, Nal, Fortifel, Berylbrine Outpost, and Do'Ssha. The cities themselves forgo traditional exploration for this method as well, allowing you to choose who you want to examine, whether it be one of the playable characters, an quest-giving NPC, or an NPC who will take you to a different area on city.
* ''VideoGame/RakenzarnFrontierStory'' uses two. You use one to select which world you wish to visit. Once you leave an area in that world, you can then select which area you want to visit next.

[[folder:RPG -- MMO]]
* The planetary maps function as this trope in ''VideoGame/StarWarsTheOldRepublic'' for the purpose of fast travel and taxi destination section. Though, of course, you have to unlock individual travel destinations on foot before you can co there. Also, the galactic map, accessible once you get your own starship, works like this.
* In ''VideoGame/GranblueFantasy'', all islands and the quests provided therein are accessible by simply clicking on them. Additionally, the Arcarum Map is this, and the "locations" are represented by nodes, in which the player can freely move back and forth once discovered.
* This is the primary interface for ''VideoGame/KingdomOfLoathing''. You go from the Main Map to one of the nine sub locations, and then maybe to sub-sub locations, until you get to a point where you can adventure.

[[folder:RPG -- Western]]
* All Infinity Engine games featured this in some form:
** The ''Videogame/BaldursGate'' series had the 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 InUniverseGameClock: further destinations resulted in longer travel.
** ''VideoGame/PlanescapeTorment'' uses it to let you move around Sigil, with more locations unlocked as you figure out ways to move around the ChaosArchitecture of the city.
** Ditto the ''VideoGame/IcewindDale'' series, with the maps of the eponymous region.
* Like ''VideoGame/BaldursGate'', which some of its devs worked on, ''VideoGame/NeverwinterNights2'' and its first expansion ''Mask of the Betrayer'' use this model. Contrast with [[VideoGame/NeverwinterNights the first game]] which had you hoof it from place to place, and the second expansion ''Storm of Zehir'' which uses an overworld map.
* In the ''Franchise/DragonAge'' series:
** ''VideoGame/DragonAgeOrigins'' had the map of Ferelden (Amaranthine in the [[VideoGame/DragonAgeOriginsAwakening 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 [[BeneathTheEarth Deep Roads]] and [[HubCity Denerim]]. Due to lack of an in-game clock, however, you were always TravelingAtTheSpeedOfPlot.
** ''VideoGame/DragonAgeII'' had the map of Kirkwall ([[InUniverseGameClock 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).
** ''VideoGame/DragonAgeInquisition'' is similar to ''Origins'', except it has a map of Orlais in addition to Ferelden. The world map actually exists in-universe as the centerpiece of the title organization's war room, from which its operations are launched. Also, you now have to unlock individual locations on the map by having the Inquisition scouts reconnoiter them for you and establish the first camp in each area. The only exceptions are quest locations which are (temporarily) available at certain quest stages.
* ''VideoGame/MassEffect1'' has several layers of these, going from a map of the clusters in the galaxy, to the stars in the cluster, to the planets in the star system. In the sequels, only the top PortalNetwork level of the galaxy map is point-and-click; to move within star systems and from star to star, you have to manually navigate the ship.
* ''Videogame/VampireTheMasqueradeBloodlines'' had the map of UsefulNotes/LosAngeles, 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 ''Franchise/TheElderScrolls'' series:
** ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' [[OpeningTheSandbox opened up the sandbox]] with ''all'' cities and dungeons marked on the province map. However, you had to acquire corresponding quests to know where to go next. Travel was only possible from outdoors locations.
** Although ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' is an (almost) seamless WideOpenSandbox, its in-game map of Cyrodiil functions like this for those who don't have time to enjoy the SceneryPorn. Apart from the main cities, you had to visit a place to be able to quick travel to it (although it was possible to get a given location marked on your map to make it easier to find).
** Ditto ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', although the main cities were only marked on the map and had to be visited before quick travel became available to them. There were also cart drivers who could be paid to take you to a given city you hadn't been to yet.
* ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' (which used the same engine as ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'') had a similar system (you had to visit a place to quick travel to it), however the map started off with no markers whatsoever. ''VideoGame/{{Fallout 4}}'' continued this trend.
* ''VideoGame/EvilIslands'' features multiple locations connected only via [[WarpWhistle 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, ''VideoGame/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.
* ''VideoGame/{{Bloodnet}}'''s is a map of New York with several markers on it, with more appearing as the game progresses; clicking on a marker brings up a list of all the locations in that area.
* Although all levels in ''VideoGame/PathOfExile'' are [[RandomlyGeneratedLevels randomly generated]], their position on the map of Wraeclast is static, allowing your progress to be tracked on it. The world map helpfully shows you which levels feature [[WarpWhistle Waypoints]] and which of them you have already activated, and, when called from a Waypoint, allows you to instantly travel to any other activated Waypoint.
* The Master-level Town Portal spell in ''VideoGame/MightAndMagic VI'' to ''IX'' uses this. With the exception of ''VI'', you have to have visited the target towns before teleporting to them, though thankfully the game tracks that even before you get the spell.

* ''VideoGame/NoMansSky'' has one that shows systems within its ''massive'' universe. Selecting one system gives you information about it (assuming it had already been explored) as well as an option to engage your ship's [[FasterThanLightTravel Hyperdrive]] to go to that system.
* ''VideoGame/DawnOfWar: Dark Crusade'': Travel is limited to neighboring provinces until you conquer the planet's spaceport, at which point the map becomes this trope (except for strongholds).