Is there an issue? Send a MessageReason:
None
Changed line(s) 115 (click to see context) from:
* ''{{Braid}}'' plays this straight with [[http://www.davidhellman.net/blog/the-art-of-braid-part-8/ Tim's house]], but uses it to shed some insight on the internal nature of his journey.
to:
* ''{{Braid}}'' ''VideoGame/{{Braid}}'' plays this straight with [[http://www.davidhellman.net/blog/the-art-of-braid-part-8/ Tim's house]], but uses it to shed some insight on the internal nature of his journey.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
** ''Kirby and the Amazing Mirror'' had a MASSIVE hub level that had more and more accessible areas as you hit switches in the levels.
Is there an issue? Send a MessageReason:
None
Changed line(s) 125 (click to see context) from:
* ''{{Portal 2}}'''s co-op mode features a hub area that connects the mode's five test courses. What you can access is determined by the farthest test chamber you or your partner have made it to, with any test courses/chambers beyond that locked and inaccessible. This effectively means that a first-time co-op player can access every test chamber from the start if their partner has completed them all, but then may find later chambers locked if they later switch to a partner who hasn't progressed as far. It also allows players to skip test chambers or even entire courses if they want. Because of this, a first-time player can literally go from the calibration course to the final test chamber and see the credits in a whopping ten minutes if they have the right partner.
to:
* ''{{Portal ''VideoGame/{{Portal 2}}'''s co-op mode features a hub area that connects the mode's five test courses. What you can access is determined by the farthest test chamber you or your partner have made it to, with any test courses/chambers beyond that locked and inaccessible. This effectively means that a first-time co-op player can access every test chamber from the start if their partner has completed them all, but then may find later chambers locked if they later switch to a partner who hasn't progressed as far. It also allows players to skip test chambers or even entire courses if they want. Because of this, a first-time player can literally go from the calibration course to the final test chamber and see the credits in a whopping ten minutes if they have the right partner.
Is there an issue? Send a MessageReason:
None
Changed line(s) 115 (click to see context) from:
* An early example for platformers is ''TheAddamsFamily'' for the SNES. Entering the mansion leads to the [[ScoobyDoobyDoors Hall of Doors]]. Each one leads to a different series of rooms which in another game would count as a world. Some of these "worlds" even connect one another.
to:
* An early example for platformers is ''TheAddamsFamily'' ''Series/TheAddamsFamily'' for the SNES. Entering the mansion leads to the [[ScoobyDoobyDoors Hall of Doors]]. Each one leads to a different series of rooms which in another game would count as a world. Some of these "worlds" even connect one another.
Is there an issue? Send a MessageReason:
None
Changed line(s) 175 (click to see context) from:
** This example was also one of the first to experiment with the idea of slowly making the hub more and more hostile as a way of invading the player's sense of security, a nice horror tactic. However, it was arguably perfected in ''SilentHill 4: The Room'', in which the titular room was the Hub [[spoiler:until the Hub ''itself'' begins attacking you.]]
to:
** This example was also one of the first to experiment with the idea of slowly making the hub more and more hostile as a way of invading the player's sense of security, a nice horror tactic. However, it was arguably perfected in ''SilentHill 4: ''SilentHill4: The Room'', in which the titular room was the Hub [[spoiler:until the Hub ''itself'' begins attacking you.]]
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* Averted in ''SuperMario3DLand''. It's the first 3D Mario game not to have a hub.
Is there an issue? Send a MessageReason:
None
Changed line(s) 40 (click to see context) from:
* The sub-games of the ''KingdomHearts'' series like to use this trope: Castle Oblivion in ''KingdomHeartsChainOfMemories'', The Castle That Never Was in ''VideoGame/KingdomHearts358DaysOver2'', and Disney Castle in ''KingdomHeartsCoded''.
to:
* The sub-games of the ''KingdomHearts'' series like to use this trope: Castle Oblivion in ''KingdomHeartsChainOfMemories'', ''VideoGame/KingdomHeartsChainOfMemories'', The Castle That Never Was in ''VideoGame/KingdomHearts358DaysOver2'', and Disney Castle in ''KingdomHeartsCoded''.''VideoGame/KingdomHeartsCoded''.
Is there an issue? Send a MessageReason:
None
Changed line(s) 40 (click to see context) from:
* Castle Oblivion in ''KingdomHeartsChainOfMemories'', The Castle That Never Was in ''VideoGame/KingdomHearts358DaysOver2'', and Disney Castle in ''KingdomHeartsCoded''.
to:
* The sub-games of the ''KingdomHearts'' series like to use this trope: Castle Oblivion in ''KingdomHeartsChainOfMemories'', The Castle That Never Was in ''VideoGame/KingdomHearts358DaysOver2'', and Disney Castle in ''KingdomHeartsCoded''.
Is there an issue? Send a MessageReason:
None
Changed line(s) 40,41 (click to see context) from:
* Castle Oblivion in ''KingdomHeartsChainOfMemories''.
** The Castle That Never Was in ''VideoGame/KingdomHearts358DaysOver2''.
** The Castle That Never Was in ''VideoGame/KingdomHearts358DaysOver2''.
to:
* Castle Oblivion in ''KingdomHeartsChainOfMemories''.
**''KingdomHeartsChainOfMemories'', The Castle That Never Was in ''VideoGame/KingdomHearts358DaysOver2''. ''VideoGame/KingdomHearts358DaysOver2'', and Disney Castle in ''KingdomHeartsCoded''.
**
Is there an issue? Send a MessageReason:
None
Changed line(s) 44 (click to see context) from:
* The town of Redmont in ''[[{{Ys}} Wanderers from Ys]]'' and ''The Oath in Felghana''.
to:
* The town of Redmont in ''[[{{Ys}} ''[[VideoGame/{{Ys}} Wanderers from Ys]]'' and ''The Oath in Felghana''.
Is there an issue? Send a MessageReason:
None
Changed line(s) 88 (click to see context) from:
* Station Square, Egg Carrier, and Mystic Ruins in ''[[SonicTheHedgehog Sonic]] [[SonicAdventureSeries Adventure]]''.
to:
* Station Square, Egg Carrier, and Mystic Ruins in ''[[SonicTheHedgehog Sonic]] [[SonicAdventureSeries [[VideoGame/SonicAdventure Adventure]]''.
Changed line(s) 92 (click to see context) from:
** The 360/PS3 version of ''VideoGame/SonicGenerations'' has one big [[TwoPointFiveD 2.5D]] Hub that serves as an "interactive menu" for selecting levels/bosses, talking to Sonic's friends, accessing extra content, etc.
to:
** The 360/PS3 version of ''VideoGame/SonicGenerations'' has one big [[TwoPointFiveD 2.5D]] WhiteVoidRoom Hub that serves as an "interactive menu" for selecting levels/bosses, talking to Sonic's friends, accessing extra content, etc.
Is there an issue? Send a MessageReason:
None
Changed line(s) 89,90 (click to see context) from:
** Soleana in ''SonicTheHedgehog2006'' (split into three hubs), of the TalkToEveryone FakeLongevity variety.
** Each world in the 360 and [=PS3=] version of ''SonicUnleashed'' has its own hub; the Wii and [=PS2=] versions have to contend with static {{World Map}}s instead.
** Each world in the 360 and [=PS3=] version of ''SonicUnleashed'' has its own hub; the Wii and [=PS2=] versions have to contend with static {{World Map}}s instead.
to:
** Soleana Soleanna in ''SonicTheHedgehog2006'' ''VideoGame/SonicTheHedgehog2006'' (split into three hubs), of the TalkToEveryone FakeLongevity variety.
** Each world in the 360 and [=PS3=] version of''SonicUnleashed'' ''VideoGame/SonicUnleashed'' has its own hub; the Wii and [=PS2=] versions have to contend with static {{World Map}}s instead.
** Each world in the 360 and [=PS3=] version of
Changed line(s) 92 (click to see context) from:
** The 360/PS3 version of ''SonicGenerations'' has one big [[TwoPointFiveD 2.5D]] Hub that serves as an "interactive menu" for selecting levels/bosses, talking to Sonic's friends, accessing extra content, etc.
to:
** The 360/PS3 version of ''SonicGenerations'' ''VideoGame/SonicGenerations'' has one big [[TwoPointFiveD 2.5D]] Hub that serves as an "interactive menu" for selecting levels/bosses, talking to Sonic's friends, accessing extra content, etc.
Is there an issue? Send a MessageReason:
None
Changed line(s) 25 (click to see context) from:
* ''{{Rayman}} Revolution'', the PS2 port of ''{{Rayman 2}}'', had a set of three large hubworlds as an upgrade from the previous versions.
to:
* ''{{Rayman}} Revolution'', the PS2 port of ''{{Rayman ''VideoGame/{{Rayman 2}}'', had a set of three large hubworlds as an upgrade from the previous versions.
Is there an issue? Send a MessageReason:
None
Changed line(s) 40 (click to see context) from:
** The Castle That Never Was in ''[[KingdomHearts358DaysOver2 Kingdom Hearts: 358/2 Days]]''.
to:
** The Castle That Never Was in ''[[KingdomHearts358DaysOver2 Kingdom Hearts: 358/2 Days]]''.''VideoGame/KingdomHearts358DaysOver2''.
Is there an issue? Send a MessageReason:
None
Changed line(s) 43 (click to see context) from:
* The town of Redmont in ''[[{{Ys}} Wanderers from Ys]]''.
to:
* The town of Redmont in ''[[{{Ys}} Wanderers from Ys]]''.Ys]]'' and ''The Oath in Felghana''.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* Most of the major areas in ''WonderBoy III: The Dragon's Trap/Curse'' are directly connected to the starting town.
Is there an issue? Send a MessageReason:
Fail.
Changed line(s) 1 (click to see context) from:
[[{{Kirby}} [[quoteright:304:http://static.tvtropes.org/pmwiki/pub/images/KDL2_Level1Hub_4100.png]]]]
to:
Is there an issue? Send a MessageReason:
The picture\'s from Kirby\'s Dream Land 2; might as well link it somewhere (the game doesn\'t have its own page).
Changed line(s) 1 (click to see context) from:
[[quoteright:304:http://static.tvtropes.org/pmwiki/pub/images/KDL2_Level1Hub_4100.png]]
to:
[[{{Kirby}} [[quoteright:304:http://static.tvtropes.org/pmwiki/pub/images/KDL2_Level1Hub_4100.png]]png]]]]
Is there an issue? Send a MessageReason:
None
Changed line(s) 26 (click to see context) from:
* In ''CaveStory'', Mimiga Village (including Arthur's House) sort of fits this, though there are many plot-significant events which take place far from there.
to:
* In ''CaveStory'', ''VideoGame/CaveStory'', Mimiga Village (including Arthur's House) sort of fits this, though there are many plot-significant events which take place far from there.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* ''{{Vindictus}}'' has the town of Colhen and the city of Rocheste, from where you travel to instances that make up the majority of the game's action.
* AdventureQuestWorlds has one in the town of Battleon, where everyone first spawns upon beginning a game session and where the latest content can be accessed.
* AdventureQuestWorlds has one in the town of Battleon, where everyone first spawns upon beginning a game session and where the latest content can be accessed.
Is there an issue? Send a MessageReason:
None
Changed line(s) 60 (click to see context) from:
* The first two ''{{Turok}}'' games had these. The one in the second game was even named ''The Hub''.
to:
* The first two ''{{Turok}}'' ''{{VideoGame/Turok}}'' games had these. The one in the second game was even named ''The Hub''.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* Firelink Shrine in ''DarkSouls'', with most of the trainers and relatively quick and easy access to most of the rest of Lordran after you unlock the shortcuts.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
PlayableMenu is this trope taken to the next ''(ahem)'' level.
Is there an issue? Send a MessageReason:
None
Changed line(s) 21 (click to see context) from:
* The hubs in the {{Lego Crossover Game}}s are gradually populated with characters as they are unlocked... and you can even pick fights against them for the hell of it.
to:
* The hubs in the {{Lego Crossover Adaptation Game}}s are gradually populated with characters as they are unlocked... and you can even pick fights against them for the hell of it.
Is there an issue? Send a MessageReason:
None
Changed line(s) 75 (click to see context) from:
* And the ''VideoGame/PaperMario'' games had Toad Town, Rogueport/Rogueport Sewers, and Flipside.
to:
* And the ''VideoGame/PaperMario'' games had Toad Town, Rogueport/Rogueport Sewers, and Flipside.Flipside/Flopside.
Is there an issue? Send a MessageReason:
None
Changed line(s) 2 (click to see context) from:
[[caption-width-right:304:Each one of these doors lead to a level, and this is just one of the many hub worlds in this game.]]
to:
[[caption-width-right:304:Each one of these doors lead leads to a level, and this is just one of the many hub worlds in this game.]]
Is there an issue? Send a MessageReason:
None
Added DiffLines:
[[quoteright:304:http://static.tvtropes.org/pmwiki/pub/images/KDL2_Level1Hub_4100.png]]
[[caption-width-right:304:Each one of these doors lead to a level, and this is just one of the many hub worlds in this game.]]
[[caption-width-right:304:Each one of these doors lead to a level, and this is just one of the many hub worlds in this game.]]
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* In Demon's Souls the player's souls is binded by the Nexus after dying, which is the game's hub level that connects the land of Boletaria through archstones.
Is there an issue? Send a MessageReason:
Grouping all RPG folders together.
Deleted line(s) 50,54 (click to see context) :
[[folder:Eastern RPG]]
* ''Makaitoushi {{SaGa}}[=/=]Final Fantasy Legend'' had The Tower, which fits this trope in spades.
* ''ChronoTrigger'' has (after a certain point in the plot) the [[PlaceBeyondTime End of Time]], where you can access all the gates you've been through, as well as where your extra party members wait for you to use them.
[[/folder]]
* ''Makaitoushi {{SaGa}}[=/=]Final Fantasy Legend'' had The Tower, which fits this trope in spades.
* ''ChronoTrigger'' has (after a certain point in the plot) the [[PlaceBeyondTime End of Time]], where you can access all the gates you've been through, as well as where your extra party members wait for you to use them.
[[/folder]]
Deleted line(s) 82,92 (click to see context) :
[[folder:Massively Multiplayer Online RPG]]
* One of the dungeons in the MMO [[AsheronsCall Asheron's Call]] became known as the Hub because it contained within it portals to most of the games major towns and cities. As a direct result of this the large chamber at the start of the dungeon became the best place to meet other players and trade items. It ended up being the most populous place in the game.
* While rather small in comparison to some of the other examples, the Null Chamber from [[GaiaOnline zOMG]] serves as both a respawn point, a transportation hub (provided you've attuned yourself to the relevant crystal), and the only place in the game world that allows you to power up and rearrange your rings.
* Arguably, the Jita system in ''EVEOnline''.
** Partially why people have begun to avoid the system. Everybody uses it as a hub and now it just kills them with lag.
** Also it just kills them in general. Undocking in a hauler? Enjoy getting suicide ganked for your cargo.
* ''ToontownOnline'' has not one, but ''six'' hubs: the Playground in each of the six neighborhoods. These areas are Cog-free and slowly restore your HP. The central area of each Cog HQ could also qualify, as they lead to more areas within the HQ, but they are treated more like the streets are: if you lose your HP, you return to the last Playground you set foot in.
* ''[[{{Warcraft}} The Frozen Throne]]'' makes a dramatic break from tradition with the Orc campaign. Instead of a long 6-9 chapter linear campaign like the others, this one has three chapters, each consisting of multiple areas. The first one has a large main area, with pathways leading to remote valleys and caves that must all be visited at one point (sometimes multiple times too). The second one has a main area with various dungeons and side quests, and several equally large areas where the main quests take place. Some of these aren't seen again after your first visit. The last chapter only consists of two areas: a search and destroy mission and a massive DefenseOfTheAncients style battle.
* The city of Stormreach in ''DungeonsAndDragonsOnline'' is essentially this, though it was more prevalent in earlier versions of the game.
[[/folder]]
* One of the dungeons in the MMO [[AsheronsCall Asheron's Call]] became known as the Hub because it contained within it portals to most of the games major towns and cities. As a direct result of this the large chamber at the start of the dungeon became the best place to meet other players and trade items. It ended up being the most populous place in the game.
* While rather small in comparison to some of the other examples, the Null Chamber from [[GaiaOnline zOMG]] serves as both a respawn point, a transportation hub (provided you've attuned yourself to the relevant crystal), and the only place in the game world that allows you to power up and rearrange your rings.
* Arguably, the Jita system in ''EVEOnline''.
** Partially why people have begun to avoid the system. Everybody uses it as a hub and now it just kills them with lag.
** Also it just kills them in general. Undocking in a hauler? Enjoy getting suicide ganked for your cargo.
* ''ToontownOnline'' has not one, but ''six'' hubs: the Playground in each of the six neighborhoods. These areas are Cog-free and slowly restore your HP. The central area of each Cog HQ could also qualify, as they lead to more areas within the HQ, but they are treated more like the streets are: if you lose your HP, you return to the last Playground you set foot in.
* ''[[{{Warcraft}} The Frozen Throne]]'' makes a dramatic break from tradition with the Orc campaign. Instead of a long 6-9 chapter linear campaign like the others, this one has three chapters, each consisting of multiple areas. The first one has a large main area, with pathways leading to remote valleys and caves that must all be visited at one point (sometimes multiple times too). The second one has a main area with various dungeons and side quests, and several equally large areas where the main quests take place. Some of these aren't seen again after your first visit. The last chapter only consists of two areas: a search and destroy mission and a massive DefenseOfTheAncients style battle.
* The city of Stormreach in ''DungeonsAndDragonsOnline'' is essentially this, though it was more prevalent in earlier versions of the game.
[[/folder]]
Changed line(s) 137,143 (click to see context) from:
[[folder:Shoot 'Em Up]]
* ''NoMoreHeroes'' takes place in the city of [[ViceCity Santa Destroy]], which may seem like a WideOpenSandbox to the untrained eye, but is practically more of an extremely elaborate hubworld where the player can take menial part-time jobs and low-paying assassination gigs between tackling the game's boss levels.
[[/folder]]
[[folder:Roguelike]]
* The guild and the surrounding town in the ''PokemonMysteryDungeon'' games.
* Your home base in ''ZettaiHeroProject''.
* ''NoMoreHeroes'' takes place in the city of [[ViceCity Santa Destroy]], which may seem like a WideOpenSandbox to the untrained eye, but is practically more of an extremely elaborate hubworld where the player can take menial part-time jobs and low-paying assassination gigs between tackling the game's boss levels.
[[/folder]]
[[folder:Roguelike]]
* The guild and the surrounding town in the ''PokemonMysteryDungeon'' games.
* Your home base in ''ZettaiHeroProject''.
to:
*
* ''ChronoTrigger'' has (after a certain point in the
[[/folder]]
[[folder:Roguelike]]
* The guild and the surrounding town in the ''PokemonMysteryDungeon'' games.
* Your home base in ''ZettaiHeroProject''.
Changed line(s) 146,147 (click to see context) from:
[[folder:Simulation]]
* Timber's Island in ''Diddy Kong Racing'' for a rare DrivingGame example of a HubLevel.
* Timber's Island in ''Diddy Kong Racing'' for a rare DrivingGame example of a HubLevel.
to:
*
* While rather small in comparison to some of the other examples, the Null Chamber from [[GaiaOnline zOMG]] serves as both a respawn point, a transportation hub (provided you've attuned yourself to the relevant crystal), and the only place in the game world that allows you to power up and rearrange your rings.
* Arguably, the Jita system in ''EVEOnline''.
** Partially why people have begun to avoid the system. Everybody uses it as a hub and now it just kills them with lag.
** Also it just kills them in general. Undocking in a hauler? Enjoy getting suicide ganked for your cargo.
* ''ToontownOnline'' has not one, but ''six'' hubs: the Playground in each of the six neighborhoods. These areas are Cog-free and slowly restore your HP. The central area of each Cog HQ could also qualify, as they lead to more areas within the HQ, but they are treated more like the streets are: if you lose your HP, you return to the last Playground you set foot in.
* ''[[{{Warcraft}} The Frozen Throne]]'' makes a
* The city of Stormreach in ''DungeonsAndDragonsOnline'' is essentially this, though it was more prevalent in earlier versions of the game.
Changed line(s) 150,152 (click to see context) from:
[[folder:Survival Horror]]
* The Roivas Mansion in ''EternalDarkness: Sanity's Requiem''.
** This example was also one of the first to experiment with the idea of slowly making the hub more and more hostile as a way of invading the player's sense of security, a nice horror tactic. However, it was arguably perfected in ''SilentHill 4: The Room'', in which the titular room was the Hub [[spoiler:until the Hub ''itself'' begins attacking you.]]
* The Roivas Mansion in ''EternalDarkness: Sanity's Requiem''.
** This example was also one of the first to experiment with the idea of slowly making the hub more and more hostile as a way of invading the player's sense of security, a nice horror tactic. However, it was arguably perfected in ''SilentHill 4: The Room'', in which the titular room was the Hub [[spoiler:until the Hub ''itself'' begins attacking you.]]
to:
* In ''UltimaUnderworld'' II, Britannia acts as something of a hub for the various worlds you must visit.
* Depending on the chapter, ''TheWitcher'' demonstrates this in variations or averts it completely. The
** This example was also one of
* {{BioWare}} games since ''Throne of Bhaal'' often have this:
** ''[=~Baldur's Gate~=] II: [[ExpansionPack Throne of Bhaal]]'' gave the protagonist a personal PocketDimension where he/she could escape to with their party from almost any location and come right back. Notable for the
** ''{{Knights of the Old Republic}}'' gave you the ''Ebon Hawk'', a CoolStarship where you always returned before traveling to another world. ''[=KotOR II=]'' recycled the ''Ebon Hawk'', despite replacing most of the main cast including the protagonist. Additionally, it serves as the residence of the party members who are not on your current strike team.
** The SSV ''Normandy'' plays the same role in ''MassEffect1'' and is [[SoLastSeason replaced with]] ''Normandy'' SR-2 in ''MassEffect2''.
** The Warden's Party Camp in ''DragonAge: Origins'' is, perhaps the straightest example: it is a (for the most part) perfectly safe location where you can travel to whenever you have access to the global map to heal, sell loot, and talk with your companions. It is implied that the camp is set up anew when you enter a major location (which is why you never have to travel far to reach it) but the layout is ''always'' the same. Also, [[spoiler:Arl Eamon's Estate]] becomes your hub
*** In the ExpansionPack ''Awakening'', your own castle-fortress Vigil's Keep quite naturally acts as your hub, though the city of Amaranthine is just a frequented. In the endgame, [[spoiler:you are [[SadisticChoice forced to defend just one of them]] against the Darkspawn, though you can [[GoldenEnding save both with enough foresight and
*** ''DragonAgeII'' doesn't have a single designated hub, as
* ''DungeonSiege'' had a teleporter system in its Utraen Peninsula multiplayer maps. The actual central location was
Changed line(s) 155,160 (click to see context) from:
[[folder:Turn Based Strategy]]
* NipponIchi strategy games frequently use these:
** The ''{{Disgaea}}'' games have relatively small hubs with a gate and a "Dimensional Guide" to help you through to each of the levels. In the first game, it's the Overlord's Castle. In the second game, it's Adell's hometown. The third's is the lobby of Maritsu Evil Academy, and the fourth's is the lobby of the Hades prison facility (Though it can later be any map that you've cleared/made).
** ''PhantomBrave'' uses the island Marona lives on.
** ''MakaiKingdom'' uses Zetta's little pad in the void.
** ''ZettaiHeroProject'' uses the main character's secret base. You can even customize the facilities.
* NipponIchi strategy games frequently use these:
** The ''{{Disgaea}}'' games have relatively small hubs with a gate and a "Dimensional Guide" to help you through to each of the levels. In the first game, it's the Overlord's Castle. In the second game, it's Adell's hometown. The third's is the lobby of Maritsu Evil Academy, and the fourth's is the lobby of the Hades prison facility (Though it can later be any map that you've cleared/made).
** ''PhantomBrave'' uses the island Marona lives on.
** ''MakaiKingdom'' uses Zetta's little pad in the void.
** ''ZettaiHeroProject'' uses the main character's secret base. You can even customize the facilities.
to:
*
**
[[/folder]]
[[folder:Roguelike]]
* The
** ''PhantomBrave'' uses the island Marona lives on.
** ''MakaiKingdom'' uses Zetta's little pad
** ''ZettaiHeroProject'' uses the main character's secret base. You can even customize the facilities.
* Your home base in ''ZettaiHeroProject''.
Changed line(s) 163,173 (click to see context) from:
[[folder:Western RPG]]
* In ''UltimaUnderworld'' II, Britannia acts as something of a hub for the various worlds you must visit.
* Depending on the chapter, ''TheWitcher'' demonstrates this in variations or averts it completely. The Epilogue has no clear Hub, the first and fourth chapters are too wide open a sandbox to identify a Hub. The second chapter has an [[ViceCity entire city district]] as a Hub, in the third chapter when the [[CapitalCity range of exploration expands]], the Hub contracts to a single tower. The [[AmazingTechnicolorBattlefield war-torn battlefield]] in the fifth chapter appears to be a Hub at first, but it's really the [[BubblegloopSwamp swamplands.]] The Epilogue is a [[NoSidepathsNoExplorationNoFreedom linear rail]] of No Return.
* {{BioWare}} games since ''Throne of Bhaal'' often have this:
** ''[=~Baldur's Gate~=] II: [[ExpansionPack Throne of Bhaal]]'' gave the protagonist a personal PocketDimension where he/she could escape to with their party from almost any location and come right back. Notable for the fact that neither of the original games had anything similar.
** ''{{Knights of the Old Republic}}'' gave you the ''Ebon Hawk'', a CoolStarship where you always returned before traveling to another world. ''[=KotOR II=]'' recycled the ''Ebon Hawk'', despite replacing most of the main cast including the protagonist. Additionally, it serves as the residence of the party members who are not on your current strike team.
** The SSV ''Normandy'' plays the same role in ''MassEffect1'' and is [[SoLastSeason replaced with]] ''Normandy'' SR-2 in ''MassEffect2''.
** The Warden's Party Camp in ''DragonAge: Origins'' is, perhaps the straightest example: it is a (for the most part) perfectly safe location where you can travel to whenever you have access to the global map to heal, sell loot, and talk with your companions. It is implied that the camp is set up anew when you enter a major location (which is why you never have to travel far to reach it) but the layout is ''always'' the same. Also, [[spoiler:Arl Eamon's Estate]] becomes your hub in Denerim late in the game (though the Party Camp is still accessible).
*** In the ExpansionPack ''Awakening'', your own castle-fortress Vigil's Keep quite naturally acts as your hub, though the city of Amaranthine is just a frequented. In the endgame, [[spoiler:you are [[SadisticChoice forced to defend just one of them]] against the Darkspawn, though you can [[GoldenEnding save both with enough foresight and investment]]]].
*** ''DragonAgeII'' doesn't have a single designated hub, as each companion, as well as Hawke, has their own HomeBase across Kirkwall. However, you will likely be visiting the Hanged Man tavern very often, considering how it is a) a perfectly safe location, b) the HomeBase for two characters at once, and contains c) a merchant (Act II onwards) and d) an item for changing your active party roster.
* ''DungeonSiege'' had a teleporter system in its Utraen Peninsula multiplayer maps. The actual central location was just a small platform floating in blackness with a fountain and a bunch of teleport pads. It was called the "Helios Utrae Basilicus," or "H.U.B." for short.
* In ''UltimaUnderworld'' II, Britannia acts as something of a hub for the various worlds you must visit.
* Depending on the chapter, ''TheWitcher'' demonstrates this in variations or averts it completely. The Epilogue has no clear Hub, the first and fourth chapters are too wide open a sandbox to identify a Hub. The second chapter has an [[ViceCity entire city district]] as a Hub, in the third chapter when the [[CapitalCity range of exploration expands]], the Hub contracts to a single tower. The [[AmazingTechnicolorBattlefield war-torn battlefield]] in the fifth chapter appears to be a Hub at first, but it's really the [[BubblegloopSwamp swamplands.]] The Epilogue is a [[NoSidepathsNoExplorationNoFreedom linear rail]] of No Return.
* {{BioWare}} games since ''Throne of Bhaal'' often have this:
** ''[=~Baldur's Gate~=] II: [[ExpansionPack Throne of Bhaal]]'' gave the protagonist a personal PocketDimension where he/she could escape to with their party from almost any location and come right back. Notable for the fact that neither of the original games had anything similar.
** ''{{Knights of the Old Republic}}'' gave you the ''Ebon Hawk'', a CoolStarship where you always returned before traveling to another world. ''[=KotOR II=]'' recycled the ''Ebon Hawk'', despite replacing most of the main cast including the protagonist. Additionally, it serves as the residence of the party members who are not on your current strike team.
** The SSV ''Normandy'' plays the same role in ''MassEffect1'' and is [[SoLastSeason replaced with]] ''Normandy'' SR-2 in ''MassEffect2''.
** The Warden's Party Camp in ''DragonAge: Origins'' is, perhaps the straightest example: it is a (for the most part) perfectly safe location where you can travel to whenever you have access to the global map to heal, sell loot, and talk with your companions. It is implied that the camp is set up anew when you enter a major location (which is why you never have to travel far to reach it) but the layout is ''always'' the same. Also, [[spoiler:Arl Eamon's Estate]] becomes your hub in Denerim late in the game (though the Party Camp is still accessible).
*** In the ExpansionPack ''Awakening'', your own castle-fortress Vigil's Keep quite naturally acts as your hub, though the city of Amaranthine is just a frequented. In the endgame, [[spoiler:you are [[SadisticChoice forced to defend just one of them]] against the Darkspawn, though you can [[GoldenEnding save both with enough foresight and investment]]]].
*** ''DragonAgeII'' doesn't have a single designated hub, as each companion, as well as Hawke, has their own HomeBase across Kirkwall. However, you will likely be visiting the Hanged Man tavern very often, considering how it is a) a perfectly safe location, b) the HomeBase for two characters at once, and contains c) a merchant (Act II onwards) and d) an item for changing your active party roster.
* ''DungeonSiege'' had a teleporter system in its Utraen Peninsula multiplayer maps. The actual central location was just a small platform floating in blackness with a fountain and a bunch of teleport pads. It was called the "Helios Utrae Basilicus," or "H.U.B." for short.
to:
*
* Depending on the chapter, ''TheWitcher'' demonstrates this in variations or averts it completely. The Epilogue has no clear Hub, the first and fourth chapters are too wide open a sandbox to identify a Hub. The second chapter has an [[ViceCity entire city district]] as a Hub, in the third chapter when the [[CapitalCity range of exploration expands]], the Hub contracts to a single tower. The [[AmazingTechnicolorBattlefield war-torn battlefield]] in the fifth chapter appears to be a Hub at first, but it's really the [[BubblegloopSwamp swamplands.]] The Epilogue is a [[NoSidepathsNoExplorationNoFreedom linear rail]] of No Return.
* {{BioWare}} games since ''Throne of Bhaal'' often have this:
** ''[=~Baldur's Gate~=] II: [[ExpansionPack Throne of Bhaal]]'' gave the protagonist a personal PocketDimension where he/she could escape to with their party from almost any location and come right back. Notable for the fact that neither of the original games had anything similar.
** ''{{Knights of the Old Republic}}'' gave you the ''Ebon Hawk'', a CoolStarship where you always returned before traveling to another world. ''[=KotOR II=]'' recycled the ''Ebon Hawk'', despite replacing most of the main cast including the protagonist. Additionally, it serves as the residence of the party members who are not on your current strike team.
** The SSV ''Normandy'' plays the same role in ''MassEffect1'' and is [[SoLastSeason replaced with]] ''Normandy'' SR-2 in ''MassEffect2''.
** The Warden's Party Camp in ''DragonAge: Origins'' is, perhaps the straightest example: it is a (for the most part) perfectly safe location where you can travel to whenever you have access to the global map to heal, sell loot, and talk with your companions. It is implied that the camp is set up anew when you enter a major location (which is why you never have to travel far to reach it) but the layout is ''always'' the same. Also, [[spoiler:Arl Eamon's Estate]] becomes your hub in Denerim late in the game (though the Party Camp is still accessible).
*** In the ExpansionPack ''Awakening'', your own castle-fortress Vigil's Keep quite naturally acts as your hub, though the city of Amaranthine is just a frequented. In the endgame, [[spoiler:you are [[SadisticChoice forced to defend just one of them]] against the Darkspawn, though you can [[GoldenEnding save both with enough foresight and investment]]]].
*** ''DragonAgeII'' doesn't have a single designated hub, as each companion, as well as Hawke, has their own HomeBase across Kirkwall. However, you will likely be visiting the Hanged Man tavern very often, considering how it is a) a perfectly safe location, b) the HomeBase for two characters at once, and contains c) a merchant (Act II onwards) and d) an item for changing your active party roster.
* ''DungeonSiege'' had a teleporter system in its Utraen Peninsula multiplayer maps. The actual central location was just a small platform floating in blackness with a fountain and a bunch of teleport pads. It was called the "Helios Utrae Basilicus," or "H.U.B." for short.
Changed line(s) 176,178 (click to see context) from:
[[folder:Wide Open Sandbox]]
* In ''YumeNikki'', the strange world outside your dream home serves as a HubLevel, called the Nexus. It featured a weird Aztec silhouette floating in a black background, with bizarre doors, all of which were unique, floating the in the abyss as your gateways.
* Your home planet/colonies in the Space phase of Spore.
* In ''YumeNikki'', the strange world outside your dream home serves as a HubLevel, called the Nexus. It featured a weird Aztec silhouette floating in a black background, with bizarre doors, all of which were unique, floating the in the abyss as your gateways.
* Your home planet/colonies in the Space phase of Spore.
to:
*
** This example was also one of the
* Your home planet/colonies in
Added DiffLines:
[[folder:Turn Based Strategy]]
* NipponIchi strategy games frequently use these:
** The ''{{Disgaea}}'' games have relatively small hubs with a gate and a "Dimensional Guide" to help you through to each of the levels. In the first game, it's the Overlord's Castle. In the second game, it's Adell's hometown. The third's is the lobby of Maritsu Evil Academy, and the fourth's is the lobby of the Hades prison facility (Though it can later be any map that you've cleared/made).
** ''PhantomBrave'' uses the island Marona lives on.
** ''MakaiKingdom'' uses Zetta's little pad in the void.
** ''ZettaiHeroProject'' uses the main character's secret base. You can even customize the facilities.
[[/folder]]
[[folder:Wide Open Sandbox]]
* In ''YumeNikki'', the strange world outside your dream home serves as a HubLevel, called the Nexus. It featured a weird Aztec silhouette floating in a black background, with bizarre doors, all of which were unique, floating the in the abyss as your gateways.
* Your home planet/colonies in the Space phase of Spore.
[[/folder]]
* NipponIchi strategy games frequently use these:
** The ''{{Disgaea}}'' games have relatively small hubs with a gate and a "Dimensional Guide" to help you through to each of the levels. In the first game, it's the Overlord's Castle. In the second game, it's Adell's hometown. The third's is the lobby of Maritsu Evil Academy, and the fourth's is the lobby of the Hades prison facility (Though it can later be any map that you've cleared/made).
** ''PhantomBrave'' uses the island Marona lives on.
** ''MakaiKingdom'' uses Zetta's little pad in the void.
** ''ZettaiHeroProject'' uses the main character's secret base. You can even customize the facilities.
[[/folder]]
[[folder:Wide Open Sandbox]]
* In ''YumeNikki'', the strange world outside your dream home serves as a HubLevel, called the Nexus. It featured a weird Aztec silhouette floating in a black background, with bizarre doors, all of which were unique, floating the in the abyss as your gateways.
* Your home planet/colonies in the Space phase of Spore.
[[/folder]]