How the Worlds Hub Designs Video Game Design


That’s why a game hub is essentially home. If dungeons, levels, and quests are the many and deadly tasks players will take on, the hubs will make you sigh. These are the spaces where you feel safe, where you can practice your skill, talk to other people, or learn new things about the game world. Whether platforming, dungeon crawling, or role-playing are mechanically active, then the hub is a place for passive actions.

This is one way to describe Orgrimmar and Stormwind from Blizzard which is now a 16-year-old more multiplayer game. World of Warcraft. Towns serve as starting places, and while they’re not where your character first appears around the world, they’re the first space in the game where you’ll find multiple players and NPCs. Cities branch out, offering players the ability to communicate, sell things to each other, plan events, and store and make equipment, and in general these are places that are back in players after their activities in other game worlds. While not hubs from a design level perspective, they carry the spirit in a hub.

Aside from adventure games, platformers, and multiplayer games, centers are essentially something else: the dungeon crawler. Released last year, Hades a good example. The game garnered high praise for the way it handles the player’s death and its recovery, but also for its characters. Based on Greek mythology, Hades uses its world hub to tell and enhance the characters ’stories. But to do this, the story and dialogue of the characters are mostly taken from the main mechanic of the game. Their story arches and personalities are at the forefront and center for the player experience, rather than shown through gameplay.

Even if a player’s hubs tend to be more story oriented, multiplayer games are used to use their hubs as a kind of armory. And if “hubs are the same sandals,” Destiny and Warframe lived with the same fame and disgrace for their schemes. while Warframe Having made some places open in the world recently, there is nothing like the beautiful and small level hub that is the Orbiter. Not the same Hades‘almost wide, heavy hub, the Orbiter, the ship of the player characters, almost like an interface of its own. Here Tenno puts their weapons and equipment, travels through the levels, and even trains their pitchers. It’s also where players can purchase other warframes and weapons, making them not only places to stop and calm down after gameplay, but also a class market. It’s understandable, given that Warframe considers itself a free economy class game. But whatever Destiny 2?

Destiny 2 Gaining fame and controversy over that, while it’s a game sold at retail price, there are still micro-transactions carried out inside the supposed “tower,” one of the game’s centers. The inner tower Destiny 2 works like Orgrimmar and Stormwind City. However, the hub is closed, allowing players to jump from there to other levels within the game. But aside from the social aspect of the tower, there are also a couple of vendors that ask the player to buy micro-transactions before they can sell products. It brings an interesting distinction between single-player and multiplayer hubs.

Where one tries to magnify the mechanic as a way to tell a story and improve a world around it, another is more interested in running a hub level. both Warframe and Destiny 2 designing their hubs as a way to get players to stop from the action, yes. But they are also markets and shops so they can buy tools and other things. And as multiplayer and solo player stray from each other, it seems as if the hubs will be implemented as a general plot, rather than a specific mechanic, adding a divide between a maximalist and a minimalist. method of said scheme.


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