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Welcome to the Overworld. This is the neutral unifying setting in a VideoGame. It's where you are when you aren't DungeonCrawling or visiting the AdventureTowns.

In {{Action Game}}s and {{Platform Game}}s that don't follow the Overworld vs. [[DungeonCrawling Underworld]] format, the Overworld is sometimes referred to as a Ground Level. It's the "basic" themed VideoGameSetting as opposed to the more specialized levels or stages that employ special mechanics like [[UnderTheSea swimming]]. It usually overlaps with GreenHillZone or the Plains, but it can also be determined by the overall setting. Well lit, safe streets if the setting is confined to one city, or the thinnest part of the Jungle if the whole thing takes place in the tropics.

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Welcome to the Overworld. This is the neutral unifying setting in a VideoGame. It's where you are when you aren't DungeonCrawling or visiting the AdventureTowns.

In {{Action Game}}s and {{Platform Game}}s that don't follow the Overworld vs. [[DungeonCrawling Underworld]] format, the Overworld is sometimes referred to as a Ground Level. It's the "basic" themed VideoGameSetting as opposed to the more specialized levels or stages that employ special mechanics like [[UnderTheSea swimming]]. It usually overlaps with GreenHillZone or the Plains, but it can also be determined by the overall setting. Well lit, safe streets if the setting is confined to one city, or the thinnest part of the Jungle if the whole thing game takes place in the tropics.
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** In ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Waind Waker]]'', the Great Sea serves this role, an interesting take on the concept being that you have to traverse by boat. There are small islands that have nuances you can explore but, its mostly just open seas.

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** In ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Waind Wind Waker]]'', the Great Sea serves this role, an interesting take on the concept being that you have to traverse by boat. There are small islands that have nuances you can explore but, its mostly just open seas.
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* ''VideoGame/XenobladeChroniclesX'' expands upon the original with a world map that's approximately 400sq. miles and the only way to fully explore it is by unlocking your SKELLS [[http://www.youtube.com/watch?v=Nz4ZRVoX3aA flight capability.]]

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* ''VideoGame/XenobladeChroniclesX'' expands upon the original with a world map that's approximately 400sq. miles miles, spread across five continents, floating land masses, and [[spoiler: the islands out in the ocean]]. And the only way you'll be able to fully explore it is by unlocking your SKELLS SKELLS' [[http://www.youtube.com/watch?v=Nz4ZRVoX3aA com/watch?v=gRBhInst8XQ flight capability.]]
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*''VideoGame/XenobladeChroniclesX'' expands upon the original with a world map that's approximately 400sq. miles and the only way to fully explore it is by unlocking your SKELLS [[http://www.youtube.com/watch?v=Nz4ZRVoX3aA flight capability.]]
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wicks for Metroid


** Tallon Overworld in the ''VideoGame/MetroidPrime'' game has elevators to all but one of the other zones. True to form, it also plays the Brinstar theme from ''Metroid''.

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** Tallon Overworld in the ''VideoGame/MetroidPrime'' game has elevators to all but one of the other zones. True to form, it also plays the Brinstar theme from ''Metroid''.



** Temple Grounds in ''VideoGame/MetroidPrime 2'' doubles as the HubLevel.
** Bryyo Cliffside in ''VideoGame/MetroidPrime 3'', but only for that particular planet.

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** Temple Grounds in ''VideoGame/MetroidPrime 2'' ''VideoGame/MetroidPrime2Echoes'' doubles as the HubLevel.
** Bryyo Cliffside in ''VideoGame/MetroidPrime 3'', ''VideoGame/MetroidPrime3Corruption'', but only for that particular planet.
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* The various homeworlds found in the ''[[Franchise/SpyroTheDragon Spyro the Dragon original franchise]]''.

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Seriously, are these games somehow extinct and can\'t be played anymore? Or inexplicably the games magically stopped fitting the trope?


** In ''VideoGame/TheWindWaker'' it was The Great Sea, an interesting take on the concept being that you had to traverse by boat. There are small islands that have nuances you can explore but, its mostly just open seas.
** ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' features the largest, most detailed, overworld of any [[Franchise/TheLegendOfZelda Zelda]] game to date; featuring varied terrain, scores of enemies, and secret grottos. In fact, it was so massive that the game gives you Epona early on, otherwise, getting around could take awhile....
** In ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'' it's the Sky, which you have to traverse by giant bird. Similar to the ''VideoGame/TheWindWaker'' there are small ''floating'' islands strewn out among the clouds.


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** In ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Waind Waker]]'', the Great Sea serves this role, an interesting take on the concept being that you have to traverse by boat. There are small islands that have nuances you can explore but, its mostly just open seas.
** ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' features the largest, most detailed overworld of any ''[[Franchise/TheLegendOfZelda Zelda]]'' game to date; featuring varied terrain, scores of enemies, and secret grottos. In fact, it's so massive that the game gives you Epona early on; otherwise, getting around can take a while.
** In ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'' it's the Sky, which you have to traverse by giant bird. As in ''The Wind Waker'' there are small ''floating'' islands strewn out among the clouds.
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There\'s no need to repeatedly say, The Legend Of Zelda for each entry, it\'s redundant. It\'s understood that each one is part of the series.


** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' features the largest, most detailed, overworld of any [[Franchise/TheLegendOfZelda Zelda]] game to date; featuring varied terrain, scores of enemies, and secret grottos. In fact, it was so massive that the game gives you Epona early on, otherwise, getting around could take awhile....
** In ''VideoGame/TheLegendOfZeldaSkywardSword'' it's the Sky, which you have to traverse by giant bird. Similar to the ''VideoGame/TheWindWaker'' there are small ''floating'' islands strewn out among the clouds.
** Hyrule and the DarkWorld in ''VideoGame/TheLegendOfZeldaALinkToThePast'' serve as this [[DualWorldGameplay collectively]]. In contrast, this is more directly in Hyrule's ballpark in ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'', where [[SuspiciouslySimilarSubstitute Lorule]] is made up in large part of {{Disconnected Side Area}}s.

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** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' features the largest, most detailed, overworld of any [[Franchise/TheLegendOfZelda Zelda]] game to date; featuring varied terrain, scores of enemies, and secret grottos. In fact, it was so massive that the game gives you Epona early on, otherwise, getting around could take awhile....
** In ''VideoGame/TheLegendOfZeldaSkywardSword'' ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'' it's the Sky, which you have to traverse by giant bird. Similar to the ''VideoGame/TheWindWaker'' there are small ''floating'' islands strewn out among the clouds.
** Hyrule and the DarkWorld in ''VideoGame/TheLegendOfZeldaALinkToThePast'' ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]'' serve as this [[DualWorldGameplay collectively]]. In contrast, this is more directly in Hyrule's ballpark in ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'', ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]]'', where [[SuspiciouslySimilarSubstitute Lorule]] is made up in large part of {{Disconnected Side Area}}s.

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* ''Franchise/TheElderScrolls'' series boast some of the largest Overworlds in gaming.
** The Iliac Bay area in ''VideoGame/TheElderScrollsIIDaggerfall'' is so enormous that travelling from one town to another without fast travel can take several hours or even days ''in real-time''. Though the fact that most of it is randomly generated and reuses assets means that there's no real benefit in ''not'' using fast travel, and is probably why even the massive overworlds of the later games use SpaceCompression.
** In ''VideoGame/TheElderScrollsIIIMorrowind'', the Vvardenfell island is a single continuous explorable location, dotted with countless entrances to smaller dungeon and indoors levels.
** ''VideoGame/TheElderScrollsIVOblivion'' is similar to ''Morrowind'' with its portrayal of Cyrodiil, except that entire cities are also rendered as smaller sub-levels accessible from the overworld, in large part so the unique designs for the cities can be rendered without crashing the game.
** ''VideoGame/TheElderScrollsVSkyrim'' makes Skyrim around twice as big as Cyrodiil ([[GameplayAndStorySegregation it's actually the other way around in the lore, but they couldn't really avoid this contradiction without being at the expense of the gameplay]]) and also features the same "cities as sub-levels" approach as its predecessor. There is also the smaller underground overworld of Blackreach, which provides numerous back-entrances to dozens of Dwemer dungeons across northern Skyrim.



[[AC:{{MMORPG}}]]
* ''VideoGame/StarTrekOnline'' has "sector space", interstellar space which the player's starship travels through [[FasterThanLightTravel at warp]] to get from one star system to another.




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* ''Franchise/TheElderScrolls'' series boast some of the largest Overworlds in gaming.
** The Iliac Bay area in ''VideoGame/TheElderScrollsIIDaggerfall'' is so enormous that travelling from one town to another without fast travel can take several hours or even days ''in real-time''. Though the fact that most of it is randomly generated and reuses assets means that there's no real benefit in ''not'' using fast travel, and is probably why even the massive overworlds of the later games use SpaceCompression.
** In ''VideoGame/TheElderScrollsIIIMorrowind'', the Vvardenfell island is a single continuous explorable location, dotted with countless entrances to smaller dungeon and indoors levels.
** ''VideoGame/TheElderScrollsIVOblivion'' is similar to ''Morrowind'' with its portrayal of Cyrodiil, except that entire cities are also rendered as smaller sub-levels accessible from the overworld, in large part so the unique designs for the cities can be rendered without crashing the game.
** ''VideoGame/TheElderScrollsVSkyrim'' makes Skyrim around twice as big as Cyrodiil ([[GameplayAndStorySegregation it's actually the other way around in the lore, but they couldn't really avoid this contradiction without being at the expense of the gameplay]]) and also features the same "cities as sub-levels" approach as its predecessor. There is also the smaller underground overworld of Blackreach, which provides numerous back-entrances to dozens of Dwemer dungeons across northern Skyrim.



* [[WesternAnimation/MyLittlePonyFriendshipIsMagic Ponyville]] in ''[[FanFic/SonicGenerationsFriendshipIsTimeless Sonic Generations: Friendship is Timeless]]''. It's not exactly "neutral", though, as that's where the changeling battle in chapter 13 occurred.

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* [[WesternAnimation/MyLittlePonyFriendshipIsMagic Ponyville]] in ''[[FanFic/SonicGenerationsFriendshipIsTimeless Sonic Generations: Friendship is Timeless]]''.''FanFic/SonicGenerationsFriendshipIsTimeless''. It's not exactly "neutral", though, as that's where the changeling battle in chapter 13 occurred.
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** ''VideoGame/TheElderScrollsIVOblivion'' is similar to ''Morrowind'' with its portrayal of Cyrodil, except that entire cities are also rendered as smaller sub-levels accessible from the overworld, in large part so the unique designs for the cities can be rendered without crashing the game.
** ''VideoGame/TheElderScrollsVSkyrim'' makes Skyrim around twice as big as Cyrodil ([[GameplayAndStorySegregation it's actually the other way around in the lore, but they couldn't really avoid this contradiction without being at the expense of the gameplay]]) and also features the same "cities as sub-levels" approach as its predecessor. There is also the smaller underground overworld of Blackreach, which provides numerous back-entrances to dozens of Dwemer dungeons across northern Skyrim.

to:

** ''VideoGame/TheElderScrollsIVOblivion'' is similar to ''Morrowind'' with its portrayal of Cyrodil, Cyrodiil, except that entire cities are also rendered as smaller sub-levels accessible from the overworld, in large part so the unique designs for the cities can be rendered without crashing the game.
** ''VideoGame/TheElderScrollsVSkyrim'' makes Skyrim around twice as big as Cyrodil Cyrodiil ([[GameplayAndStorySegregation it's actually the other way around in the lore, but they couldn't really avoid this contradiction without being at the expense of the gameplay]]) and also features the same "cities as sub-levels" approach as its predecessor. There is also the smaller underground overworld of Blackreach, which provides numerous back-entrances to dozens of Dwemer dungeons across northern Skyrim.
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* ''FinalFantasy'' had the overworld until X, where they started to replace it with tube-like "road" locations.

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* ''FinalFantasy'' ''Franchise/FinalFantasy'' had the overworld until X, ''[[VideoGame/FinalFantasyX X]]'', where they started to replace it with tube-like "road" locations.
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In {{RPG}}s the Overworld may be a WorldMap (see OverworldNotToScale) used solely for progressing from one Dungeon or AdventureTown to the next. Certain areas that require more nuance or have plot elements around them may shift it to an adventure like format. When crossing a certain bridge or a trekking up a specific mountain path, the camera may zoom in for the section to be drawn to scale and have more opportunities for exploration and solving small puzzles. Always expect random encounters to happen here.

to:

In {{RPG}}s the Overworld may be a WorldMap FantasyWorldMap (see OverworldNotToScale) used solely for progressing from one Dungeon or AdventureTown to the next. Certain areas that require more nuance or have plot elements around them may shift it to an adventure like format. When crossing a certain bridge or a trekking up a specific mountain path, the camera may zoom in for the section to be drawn to scale and have more opportunities for exploration and solving small puzzles. Always expect random encounters to happen here.



A type of WorldMap. In terms of size and activity it is on the 3-part scale of PlayableMenu (small, interactive list of places to go), HubLevel (mid size, warps you to other locations), and finally TheOverworld (large, environment physically/geographically connected to other places)

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A type of WorldMap.FantasyWorldMap. In terms of size and activity it is on the 3-part scale of PlayableMenu (small, interactive list of places to go), HubLevel (mid size, warps you to other locations), and finally TheOverworld (large, environment physically/geographically connected to other places)
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None


** The Iliac Bay area in ''VideoGame/TheElderScrollsIIDaggerfall'' is so enormous that travelling from one town to another without fast travel can take several hours or even days ''in real-time''. Though the fact that most of it is randomly generated and reuses assets means that there's no real benefit in ''not'' using fast travel, and is probably why even the massive overworlds of the later games use SpaceCompression.

to:

** The Iliac Bay area in ''VideoGame/TheElderScrollsIIDaggerfall'' is so enormous that travelling from one town to another without fast travel can take several hours or even days ''in real-time''. Though the fact that most of it is randomly generated and reuses assets means that there's no real benefit in ''not'' using fast travel, and is probably why even the massive overworlds of the later games use SpaceCompression.



** ''VideoGame/TheElderScrollsVSkyrim'' makes Skyrim around twice as big as Cyrodil ([[GameplayAndStorySegregation contradicting lore by unavoidable necessity]]) and also features the same "cities as sub-levels" approach as its predecessor. There is also the smaller underground overworld of Blackreach, which provides numerous back-entrances to dozens of Dwemer dungeons across northern Skyrim.

to:

** ''VideoGame/TheElderScrollsVSkyrim'' makes Skyrim around twice as big as Cyrodil ([[GameplayAndStorySegregation contradicting lore by unavoidable necessity]]) it's actually the other way around in the lore, but they couldn't really avoid this contradiction without being at the expense of the gameplay]]) and also features the same "cities as sub-levels" approach as its predecessor. predecessor. There is also the smaller underground overworld of Blackreach, which provides numerous back-entrances to dozens of Dwemer dungeons across northern Skyrim.
Is there an issue? Send a MessageReason:
None


** Hyrule and the DarkWorld in ''VideoGame/TheLegendOfZeldaALinkToThePast'' collectively serve as this. In contrast, this is more directly in Hyrule's ballpark in ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'', where [[SuspiciouslySimilarSubstitute Lorule]] is made up in large part of {{Disconnected Side Area}}s.

to:

** Hyrule and the DarkWorld in ''VideoGame/TheLegendOfZeldaALinkToThePast'' collectively serve as this.this [[DualWorldGameplay collectively]]. In contrast, this is more directly in Hyrule's ballpark in ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'', where [[SuspiciouslySimilarSubstitute Lorule]] is made up in large part of {{Disconnected Side Area}}s.



** The Iliac Bay area in ''VideoGame/TheElderScrollsIIDaggerfall'' is so enormous that travelling from one town to another without fast travel can take several hours or even days ''in real-time''. Though the fact that most of it is randomly generated and reuses assets means that there's no real benefit in ''not'' using fast travel, and is probably why even the massive overworlds of the later games use SpaceCompression.

to:

** The Iliac Bay area in ''VideoGame/TheElderScrollsIIDaggerfall'' is so enormous that travelling from one town to another without fast travel can take several hours or even days ''in real-time''. Though the fact that most of it is randomly generated and reuses assets means that there's no real benefit in ''not'' using fast travel, and is probably why even the massive overworlds of the later games use SpaceCompression.



** ''VideoGame/TheElderScrollsVSkyrim'' makes Skyrim around twice as big as Cyrodil ([[GameplayAndStorySegregation contradicting lore by unavoidable necessity]]) and also features the same "cities as sub-levels" approach as its predecessor. There is also the smaller underground overworld of Blackreach, which provides numerous back-entrances to dozens of Dwemer dungeons across northern Skyrim.

to:

** ''VideoGame/TheElderScrollsVSkyrim'' makes Skyrim around twice as big as Cyrodil ([[GameplayAndStorySegregation contradicting lore by unavoidable necessity]]) and also features the same "cities as sub-levels" approach as its predecessor. There is also the smaller underground overworld of Blackreach, which provides numerous back-entrances to dozens of Dwemer dungeons across northern Skyrim.

Added: 819

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** The Iliac Bay area in ''VideoGame/TheElderScrollsIIDaggerfall'' is so enormous that travelling from one town to another without fast travel can take several hours or even days ''in real-time''. Though the fact that most of it is randomly generated and reuses assets means that there's no real benefit in ''not'' using fast travel, and is probably why even the massive overworlds of the later games use SpaceCompression.



** ''VideoGame/TheElderScrollsIVOblivion'' is similar to ''''Morrowind'', except that entire cities are also rendered as smaller sub-levels accessible from the overworld.

to:

** ''VideoGame/TheElderScrollsIVOblivion'' is similar to ''''Morrowind'', ''Morrowind'' with its portrayal of Cyrodil, except that entire cities are also rendered as smaller sub-levels accessible from the overworld.overworld, in large part so the unique designs for the cities can be rendered without crashing the game.
** ''VideoGame/TheElderScrollsVSkyrim'' makes Skyrim around twice as big as Cyrodil ([[GameplayAndStorySegregation contradicting lore by unavoidable necessity]]) and also features the same "cities as sub-levels" approach as its predecessor. There is also the smaller underground overworld of Blackreach, which provides numerous back-entrances to dozens of Dwemer dungeons across northern Skyrim.

Added: 317

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** Hyrule and the DarkWorld in ''VideoGame/TheLegendOfZeldaALinkToThePast'' collectively serve as this. In contrast, this is more directly in Hyrule's ballpark in ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'', where [[SuspiciouslySimilarSubstitute Lorule]] is made up in large part of {{Disconnected Side Area}}s.



** Crateria and Brinstar sorta split the difference in ''VideoGame/SuperMetroid''; Maridia can be accessed from either, but the other areas can only be access from one or the other (Norfair from Brinstar, Wrecked Ship and Tourian from Crateria).

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** Crateria and Brinstar sorta split the difference in ''VideoGame/SuperMetroid''; Maridia can be accessed from either, but the other areas can only be access accessed from one or the other (Norfair from Brinstar, Wrecked Ship and Tourian from Crateria).

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* ''VideoGame/MetroidPrime'':
** Tallon Overworld in the first game has elevators to all but one of the other zones. True to form, it also plays the main ''Metroid'' adventuring theme.

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* ''VideoGame/MetroidPrime'':
''Franchise/{{Metroid}}'':
** Brinstar from ''VideoGame/{{Metroid 1}}'' and ''VideoGame/MetroidZeroMission'', the area where you start out and which can access all the other areas except for Ridley's Hideout.
** The areas in ''VideoGame/MetroidIIReturnOfSamus'' don't really have names, but there is a clear overworld section that has the most melodic theme (the other areas generally use more ambient tracks to set the mood).
** Crateria and Brinstar sorta split the difference in ''VideoGame/SuperMetroid''; Maridia can be accessed from either, but the other areas can only be access from one or the other (Norfair from Brinstar, Wrecked Ship and Tourian from Crateria).
** Tallon Overworld in the first ''VideoGame/MetroidPrime'' game has elevators to all but one of the other zones. True to form, it also plays the Brinstar theme from ''Metroid''.
** The Main Deck in ''VideoGame/MetroidFusion'' is where you can find the
main ''Metroid'' adventuring theme.entrances to all the other Sectors.



** Bryyo Cliffside in ''VideoGame/MetroidPrime 3''.

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** Bryyo Cliffside in ''VideoGame/MetroidPrime 3''.3'', but only for that particular planet.
** The Main Sector in ''VideoGame/MetroidOtherM'', which is very similar to the Main Deck from ''Fusion''.
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The Overworld will typically play a rendition of the game's main theme. Especially in older games, the song may become Bootstrapped into the main theme just because it's the one song everyone is guaranteed to hear when they play. Often over and over if there isn't a save feature and you always start from the beginning.

A type of WorldMap. In terms of size and activity it is on the scale of PlayableMenu (small, interactive list of places to go) HubLevel (mid size, warps you to other locations) and finally TheOverworld (large, environment physically/geographically connected to other places)

SuperTrope to OverworldNotToScale. Compare GreenHillZone and HubLevel.

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The Overworld will typically play a rendition of the game's main theme. Especially in In older games, the song may become Bootstrapped into the main theme just because it's the one song everyone is guaranteed to hear when they play. Often over and over play, especially if there isn't a save feature and you always start from the beginning.

A type of WorldMap. In terms of size and activity it is on the 3-part scale of PlayableMenu (small, interactive list of places to go) go), HubLevel (mid size, warps you to other locations) locations), and finally TheOverworld (large, environment physically/geographically connected to other places)

SuperTrope to OverworldNotToScale. Compare GreenHillZone (the most common type of Overworld) and HubLevel.
Is there an issue? Send a MessageReason:
None


In action games and platformers that don't follow the Overworld vs. [[DungeonCrawling Underworld]] format, the Overworld is sometimes referred to as a Ground Level. It's the "basic" themed VideoGameSetting as opposed to the more specialized levels, or stages that employ special mechanics like [[UnderTheSea swimming]]. It usually overlaps with GreenHillZone or the Plains, it can also be determined by the overall setting. Well lit, safe streets if the setting is confined to one city, or the thinnest part of the Jungle if the whole thing takes place in the tropics.

to:

In action games {{Action Game}}s and platformers {{Platform Game}}s that don't follow the Overworld vs. [[DungeonCrawling Underworld]] format, the Overworld is sometimes referred to as a Ground Level. It's the "basic" themed VideoGameSetting as opposed to the more specialized levels, levels or stages that employ special mechanics like [[UnderTheSea swimming]]. It usually overlaps with GreenHillZone or the Plains, but it can also be determined by the overall setting. Well lit, safe streets if the setting is confined to one city, or the thinnest part of the Jungle if the whole thing takes place in the tropics.



In {{RPG}}s the Overworld may be a WorldMap, see OverworldNotToScale, used solely for progressing from one Dungeon or AdventureTown to the next. Certain areas that require more nuance or have plot elements around them may shift it to an adventure like format. Crossing a certain bridge or a trekking up specific mountain path may zoom in to be drawn to scale and have more opportunities to explore and solve small puzzles. Always expect random encounters to happen here.

to:

In {{RPG}}s the Overworld may be a WorldMap, see OverworldNotToScale, WorldMap (see OverworldNotToScale) used solely for progressing from one Dungeon or AdventureTown to the next. Certain areas that require more nuance or have plot elements around them may shift it to an adventure like format. Crossing When crossing a certain bridge or a trekking up a specific mountain path path, the camera may zoom in for the section to be drawn to scale and have more opportunities to explore for exploration and solve solving small puzzles. Always expect random encounters to happen here.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Earthbound}}'' has the {{Eagleland}} overworld, which actually has roads, just like in RealLife! You sometimes get to ride in the tour bus with a local band down them, but otherwise you walk like in other [=RPGs=].

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* ''VideoGame/{{Earthbound}}'' has the {{Eagleland}} overworld, which actually has roads, just like in RealLife! RealLife. You sometimes get to ride in the tour bus with a local band down them, but otherwise you walk like in other [=RPGs=].
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* ''VideoGame/{{Earthbound}}'' has the {{Eagleland}} overworld, which actually has roads, just like in RealLife! You sometimes get to ride in the tour bus with a local band down them, but otherwise you walk like in other RPGs.

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* ''VideoGame/{{Earthbound}}'' has the {{Eagleland}} overworld, which actually has roads, just like in RealLife! You sometimes get to ride in the tour bus with a local band down them, but otherwise you walk like in other RPGs.[=RPGs=].
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Welcome to the Overworld. This is the neutral unifying setting in a VideoGame. It's where you are when you aren't DungeonCrawling or visitng the AdventureTowns.

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Welcome to the Overworld. This is the neutral unifying setting in a VideoGame. It's where you are when you aren't DungeonCrawling or visitng visiting the AdventureTowns.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Earthbound}}'' Has the {{Eagleland}} overworld, which actually has roads, just like in RealLife! You sometimes get to ride in the tour bus with a local band down them, but otherwise you walk like in other RPGs
* ''VideoGame/NeverwinterNights2'' got one in its second expansion, ''Storm of Zehir''. Previously the game had you fast travel between locations.

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* ''VideoGame/{{Earthbound}}'' Has has the {{Eagleland}} overworld, which actually has roads, just like in RealLife! You sometimes get to ride in the tour bus with a local band down them, but otherwise you walk like in other RPGs
RPGs.
* ''VideoGame/NeverwinterNights2'' got one in its second expansion, ''Storm of Zehir''.''NeverwinterNights2/StormOfZehir''. Previously the game had you fast travel between locations.

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* ''Franchise/TheElderScrolls'' series boast some of the largest Overworlds in gaming

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* ''Franchise/TheElderScrolls'' series boast some of the largest Overworlds in gaminggaming.



* ''VideoGame/DonkeyKong''. Here Ground Stage is JungleJapes instead of GreenHillZone since it takes place on a tropical island. Still there are thicker parts of the Jungle, sometimes referred to as the Forest for differentiation, that are more equivalent to a proper JungleJapes rather than TheLostWoods.

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* ''VideoGame/DonkeyKong''. ''VideoGame/DonkeyKong'': Here Ground Stage is JungleJapes instead of GreenHillZone since it takes place on a tropical island. Still there are thicker parts of the Jungle, sometimes referred to as the Forest for differentiation, that are more equivalent to a proper JungleJapes rather than TheLostWoods.


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[[AC:WideOpenSandbox]]
* One of the three dimensions in ''VideoGame/{{Minecraft}}''
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* ''VideoGame/TheElderScrolls'' series boast some of the largest Overworlds in gaming

to:

* ''VideoGame/TheElderScrolls'' ''Franchise/TheElderScrolls'' series boast some of the largest Overworlds in gaming



** ''VideoGame/TheElderScrollsIVOblivion'' is similar to ''''VideoGame/Morrowind'', except that entire cities are also rendered as smaller sub-levels accessible from the overworld.

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** ''VideoGame/TheElderScrollsIVOblivion'' is similar to ''''VideoGame/Morrowind'', ''''Morrowind'', except that entire cities are also rendered as smaller sub-levels accessible from the overworld.
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* ''FinalFantasy'' had the overworld until X, where they started to replace it with tube-like "road" locations.



* [[WesternAnimation/MyLittlePonyFriendshipIsMagic Ponyville]] in ''[[FanFic/SonicGenerationsFriendshipIsTimeless Sonic Generations: Friendship is Timeless]]''. It's not exactly "neutral", though, as that's where the changeling battle in chapter 13 occurred.

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* [[WesternAnimation/MyLittlePonyFriendshipIsMagic Ponyville]] in ''[[FanFic/SonicGenerationsFriendshipIsTimeless Sonic Generations: Friendship is Timeless]]''. It's not exactly "neutral", though, as that's where the changeling battle in chapter 13 occurred.
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A type of WorldMap. In terms of size and activity it is on the scale of PlayableMenu (small, interactive list of places to go) HubLevel (mid size, warps you to other locations) and finally the OverWorld (large, environment physically/geographically connected to other places)

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A type of WorldMap. In terms of size and activity it is on the scale of PlayableMenu (small, interactive list of places to go) HubLevel (mid size, warps you to other locations) and finally the OverWorld TheOverworld (large, environment physically/geographically connected to other places)
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Examples

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\nExamples\n----
!!Examples:
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Welcome to the Overworld. This is the neutral unifying setting in a VideoGame. It's where you are when you aren't DungeonCrawling or visitng the AdventureTowns.

In action games and platformers that don't follow the Overworld vs. [[DungeonCrawling Underworld]] format, the Overworld is sometimes referred to as a Ground Level. It's the "basic" themed VideoGameSetting as opposed to the more specialized levels, or stages that employ special mechanics like [[UnderTheSea swimming]]. It usually overlaps with GreenHillZone or the Plains, it can also be determined by the overall setting. Well lit, safe streets if the setting is confined to one city, or the thinnest part of the Jungle if the whole thing takes place in the tropics.

In Adventuring games the Overworld may be a fully explorable world, like a [[DungeonCrawling Dungeon]] or an AdventureTown only much larger with less monsters or {{NPC}}s. It will not follow the progression of a Dungeon but will have its fair share of puzzles, {{mooks}}, hidden items, [[BrokenBridge passable]] and [[InsurmountableWaistHighFence impassable obstacles]] and occasionally [[BeefGate a miniboss.]] It's a good place to explore in between levels.

In {{RPG}}s the Overworld may be a WorldMap, see OverworldNotToScale, used solely for progressing from one Dungeon or AdventureTown to the next. Certain areas that require more nuance or have plot elements around them may shift it to an adventure like format. Crossing a certain bridge or a trekking up specific mountain path may zoom in to be drawn to scale and have more opportunities to explore and solve small puzzles. Always expect random encounters to happen here.

The Overworld will typically play a rendition of the game's main theme. Especially in older games, the song may become Bootstrapped into the main theme just because it's the one song everyone is guaranteed to hear when they play. Often over and over if there isn't a save feature and you always start from the beginning.

A type of WorldMap. In terms of size and activity it is on the scale of PlayableMenu (small, interactive list of places to go) HubLevel (mid size, warps you to other locations) and finally the OverWorld (large, environment physically/geographically connected to other places)

SuperTrope to OverworldNotToScale. Compare GreenHillZone and HubLevel.

Examples

[[AC:Action Adventure]]
* Hyrule Field for ''VideoGame/TheLegendOfZelda'', possibly the TropeMaker for the Adventure-style overworld.
** In ''VideoGame/TheWindWaker'' it was The Great Sea, an interesting take on the concept being that you had to traverse by boat. There are small islands that have nuances you can explore but, its mostly just open seas.
** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' features the largest, most detailed, overworld of any [[Franchise/TheLegendOfZelda Zelda]] game to date; featuring varied terrain, scores of enemies, and secret grottos. In fact, it was so massive that the game gives you Epona early on, otherwise, getting around could take awhile....
** In ''VideoGame/TheLegendOfZeldaSkywardSword'' it's the Sky, which you have to traverse by giant bird. Similar to the ''VideoGame/TheWindWaker'' there are small ''floating'' islands strewn out among the clouds.
* ''VideoGame/MetroidPrime'':
** Tallon Overworld in the first game has elevators to all but one of the other zones. True to form, it also plays the main ''Metroid'' adventuring theme.
** Temple Grounds in ''VideoGame/MetroidPrime 2'' doubles as the HubLevel.
** Bryyo Cliffside in ''VideoGame/MetroidPrime 3''.
* The Shinshu and Ryoshima plains in ''VideoGame/{{Okami}}''.
* ''VideoGame/TheElderScrolls'' series boast some of the largest Overworlds in gaming
** In ''VideoGame/TheElderScrollsIIIMorrowind'', the Vvardenfell island is a single continuous explorable location, dotted with countless entrances to smaller dungeon and indoors levels.
** ''VideoGame/TheElderScrollsIVOblivion'' is similar to ''''VideoGame/Morrowind'', except that entire cities are also rendered as smaller sub-levels accessible from the overworld.
* ''VideoGame/ShadowOfTheColossus'' has one shrine in the center of the map and then an expansive overworld with 16 bosses in it. That's it. [[DoingItForTheArt And it's beautiful.]]

[[AC:Platformer]]
* The Mushroom Kingdom stages for the ''VideoGame/SuperMarioBros'' series. Usually called Ground stages or Grasslands.
* ''VideoGame/DonkeyKong''. Here Ground Stage is JungleJapes instead of GreenHillZone since it takes place on a tropical island. Still there are thicker parts of the Jungle, sometimes referred to as the Forest for differentiation, that are more equivalent to a proper JungleJapes rather than TheLostWoods.

[[AC:RPG]]
* ''VideoGame/{{Xenoblade}}'''s overworld is utterly massive. It has 20 maps, each of them absolutely sprawling landscapes teeming with wildlife, landmarks, {{sidequest}}s, and hidden areas. It's a telling sign when the game enables a [[WarpWhistle "quick travel"]] function from the start and even [[NonCombatEXP awards EXP simply for exploring the world map!]]
* ''VideoGame/ResonanceOfFate'' takes place entirely within one tower. This tower is big enough to warrant having a hex-grid-based world map to travel between cities and dungeons. You can also activate terminals on the world map to give yourself bonus effects in combat, if you connect it to a dungeon or, better yet, the arena.
* ''Franchise/{{Pokemon}}'' has the various Routes inbetween cities and caves. Unlike most overworlds that are extremely expansive with points of interests scattered, the Routes are more like connect the dots, each being a straight shot to one other place. Also RandomEncounters only happen in Tall Grass.There are typically a few different Route themes. The early ones are more bouncy like you're out camping, as it progresses they get more noble as you're now on a true adventure.
* ''VideoGame/{{Earthbound}}'' Has the {{Eagleland}} overworld, which actually has roads, just like in RealLife! You sometimes get to ride in the tour bus with a local band down them, but otherwise you walk like in other RPGs
* ''VideoGame/NeverwinterNights2'' got one in its second expansion, ''Storm of Zehir''. Previously the game had you fast travel between locations.
*''VideoGame/BarkleyShutUpAndJamGaiden'' parodies the OverworldNotToScale type, with an overworld that only becomes accessible right before the end of the game, and only contains two locations, the place where you need to go, and the city where you've spent the entire game so far.

[[AC:Non-Video Game Examples]]
* [[WesternAnimation/MyLittlePonyFriendshipIsMagic Ponyville]] in ''[[FanFic/SonicGenerationsFriendshipIsTimeless Sonic Generations: Friendship is Timeless]]''. It's not exactly "neutral", though, as that's where the changeling battle in chapter 13 occurred.

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