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So the game center is essentially a home. If dungeons, levels, and missions are huge and deadly missions for players, then the hub is relieved. They are spaces where you feel safe, where you can practice skills, chat with other people, or learn about new things in the game 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 Warcraft. Cities are the starting areas. Although they are not the first place where your character appears in the world, they are the first game space you will find full of other players and NPCs. Cities branch out to provide players with the ability to communicate, sell items to each other, plan activities, and store and make items. Generally speaking, they are spaces for players to return to after activities elsewhere in the game world.Although they are not hubs from the point of view of level design, they are carried with you 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 centers tend to focus more on stories, multiplayer games used to use their centers as various armory. When it comes to “a hub equals an armory”, Destiny And 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 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 what 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 very similar to Orgrimmar and Stormwind City. However, the hub is closed, allowing players to jump from there to other levels in the game. But in addition to the social aspects of the tower, there are some providers that require players to buy microtransactions before selling goods. This brings an interesting difference between a single player game center and a multiplayer game center.
When one person tries to expand the mechanism as a means of telling a story and developing a world around it, another person seems to be more interested in hub-level functions.Both Battle armor And Destiny 2 Design their center as a way for the player to pause the action, yes. But they are also markets and shops where they buy equipment and other items. Since multiplayer and single-player games seem to be farther and farther apart from each other, it seems that the hub will be implemented as a general design rather than a specific mechanism, thus adding a minimalist and minimalist approach to the design. The difference.
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