How the hub world shapes video game design


When referring to this cell design, they wrote: “The player not only has to choose between two paths, but also between two possible destinations, which may cause the player to choose a path that looks A harder path, and hope to get a bigger reward in the end.”

Therefore, the game center is essentially a home. Or more importantly, if the dungeons, levels, and missions are huge and deadly tasks the player undertakes, then the hub is a sigh of relief. They are spaces where you feel safe, where you can practice skills, chat with other people, or learn new things about the region and the world. If platform games, dungeon crawling, or role-playing are active mechanisms, then the center is the place of passive action.

This is a way to describe Orgrimmar and Stormwind City from Blizzard’s now 16-year-old massively multiplayer game World of WarcraftCities are semi-starting areas. Although they are not where your character appears in the world for the first time, they are the first in-game space you will find in which other players and NPCs live. Cities continue to expand, providing players with the ability to communicate with each other, sell items to each other, plan activities, and store and make items. They are usually spaces where players return after activities elsewhere in the game world.From the perspective of level design, although these are not hubs, they have Spirit Of a hub.

In addition to adventure games, platform games, and multiplayer games, hubs are also essential for another type: dungeon crawlers. Released last year, Hades Is a good example. The game has been highly rated Because of the way it handles the death of the player, its replayability, and its role. Based on Greek mythology, Hades uses its central world to tell and develop the character’s story. But to do this, the characters’ stories and dialogue are mostly removed from the main game mechanics. Their storyline and personality are the front and center of the player’s experience, rather than being displayed through the game.

However, while single-player game centers tend to focus more on stories, multiplayer games used to use their centers as a arsenal of various weapons. When it comes to “a hub equals an armory”, destiny with Battle armor Both fame and fortune because of their design.although Battle armor Recently created some open world areas, there will not be anything as smooth and smallest hub-level areas as the orbiter.Not like Hades‘Almost a vast and legendary center, the spacecraft orbiter of the player character is almost like an interface. Tenno stores their weapons and equipment here, travels through levels, and even trains their canine companions. Players can also purchase other Warframes and weapons here, making them not only a place to pause and calm down after the game is over, but also various markets.This is understandable because Battle armor Think of itself as a free-to-play economy.But about Destiny 2?

Destiny 2 Although it is a game sold at a retail price, microtransactions are still carried out in the so-called “tower” (one of the center of the game), which has caused some notoriety and controversy.Tower inside Destiny 2 It is similar to Orgrimmar and Stormwind City. However, the hub is closed, allowing players to jump from there to other levels in the game. However, in addition to the social aspects of the tower, there are some providers that require players to purchase microtransactions before selling goods. This brings up an interesting difference between a single player game center and a multiplayer game center.


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