How Hub Worlds Creates Video Game Design

So a game hub is basically a home. If the dungeons, levels and questions are massive and deadly tasks that players do, there are breaths of love. These are places where you feel safe, where you can practice your skills, interact with other people, or discover new things about the game world. If platforming, dungeon crawling, or role-playing are active mechanics, the center is a place for passive operations.

This is a way of describing Orgrimmar and Stormwind from the 16-year-old massive multiplayer game of Blizzard. World of Warcraft. Cities serve as starting areas, and while they are not where your character first appears in the world, they are the first place in the game that you will meet with other players and NPCs. ۔ Branches of cities offer players the ability to communicate, sell items to each other, plan events, and store and craft items, and these are usually the places where players can enter the game world. Come back after activities. Although not a centerpiece in terms of surface design, they carry with them. Spirit Of a center

Excluding adventure games, platformers, and multiplayer games, Habs has been important to another genre: Dungeon Crawler. Released last year, Hades A great example. The game praised the player’s character as well as the way he handled his death and his ability to walk again. Based on Greek mythology, Hades Hub uses its center of the world to tell and create stories. But to do so, the characters’ story and dialogue are largely removed from the main game mechanics. Instead of being shown through gameplay, the personality and personality of their stories are front and center for the player’s experience.

But while single-player hubs are more story-driven, multiplayer games used their confinement as a weapon. And when it comes to “arsenals equal to the centers” Destiny And Hair frame Live in both fame and notoriety for your design. While Hair frame Has recently created some open world areas, there will be nothing like a sleek and minimal hub level area that is an arbiter. Disliked Hades‘Almost spacious, huge center, orbit, plane of player characters, almost like an interface in itself. This is where Teno stores his weapons and equipment, travels on surfaces, and even trains his dog mates. This is where players are able to buy other combat frames and weapons, which makes them not only a place to stop and calm down after the gameplay, but also a kind of market. That’s understandable. Hair frame Think of yourself as a free-spirited economy. But what’s the matter? Destiny 2.?

Destiny 2. It has gained some notoriety and controversy, while it is a game that is being sold at a retail price, with micro-transactions still going on inside one of the game’s “towers”. Inside the tower. Destiny 2. Works like Orgrimmar and Stormwind City. However, the center is closed, players have to jump to other levels in the game from there. But apart from the social aspect of the tower, there are some vendors who require the player to buy micro-transactions before selling the goods. This makes an interesting distinction between single player and multiplayer hubs.

While one seeks to expand the mechanic to tell the story and develop the world around him, the other is more interested in hub level work. both of them Hair frame And Destiny 2. Design your hubs to prevent players from taking action, yes. But they also have markets and shops for them to buy gear and other items. And as multiplayer and single player seem to stray from each other, it seems that the confinement will be implemented as a general design rather than a specific mechanic, and more and less in this design. Dividends between approaches will be included.

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