Hub Level: Difference between revisions

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* The hubs in the [[Lego Adaptation Game|Lego Adaptation Games]] are gradually populated with characters as they are unlocked... and you can even pick fights against them for the hell of it.
** In ''Lego Batman'', the Hub is the [[Elaborate Underground Base|Batcave]], where you can access settings and minigames from the Bat-Computer, and explore the [[Superhero Trophy Shelf|Trophy Room]]. Villain Mode comes with its own Hub: [[Bedlam House|Arkham Asylum]].
* ''[[Rayman]] Revolution'', the [[PSPlay Station 2]] port of ''[[Rayman 2 (Video Game)|Rayman 2]]'', had a set of three large hubworlds as an upgrade from the previous versions.
* In ''[[Cave Story (Video Game)|Cave Story]]'', Mimiga Village (including Arthur's House) sort of fits this, though there are many plot-significant events which take place far from there.
* The Devil's castle in ''[[Graffiti Kingdom]]''.
* ''Taz: Wanted'', a GCN game about Taz the Tazmanian Devil destroying wanted signs, has 3 hubs. One hub is for the 3 "zoo" levels, with various tutorial books. The second hub is for the 3 town level, and the third is for the 3 Wild West levels. While there is a 10th level, it hasn't a hub.
* Despite being by far the largest area of the game, Dracula's Castle in ''[[Castlevania]]: [[Portrait of Ruin]]'' is a hub of sorts, because the rest of the game is in paintings which are scattered around the map. Often you go into a painting, beat the boss of it to get an upgrade, allowing you to progress further into the castle.
* The castle in ''[[Maze of Galious]]''. Uncharacteristically for this trope, it's a labyrinthine complex bigger than some of the actual worlds, the entrances to which can be a bit hard to locate.
* Thorntail Hollow in ''[[Star Fox Adventures (Video Game)|Star Fox Adventures]]'' serves as the hub of the game world, with paths going to many places on the planet's surface, a Warpstone to send you to two of the other places, and the Arwing to take you to the chunks that are floating around out there. (The planet was split into pieces before the game begins.)
* Mean Street in ''[[Disney Epic Mickey]]''.
* [[Dynasty Warriors Online]] has 6 different hubs, one for each faction as well as the peach garden. Since there's not always 5 factions fighting, not all of them are always available, and you're usually not allowed to go to any more than two of them at a time.
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* In ''Demon's Souls'' the player's souls is bound by the Nexus after dying, which is the game's hub level that connects the land of Boletaria through archstones.
* The ''[[Marvel Ultimate Alliance]]'' games have many of these. Exemplifying with the first game: after saving the S.H.I.E.L.D. Helicarrier, the heroes are relocated to Stark Tower, which serves as a hub until the Mandarin's Palace stage. After that, they are relocated to Sanctum Sanctorum, Dr. Strange's home. Then, after beating Mephisto's Realm, everyone heads off to Asgard (which seemingly works more like a hub than the others, since all other levels - except possibly for Niffleheim - ARE in Asgard), and from there to Attilan, when Uatu saves the heroes' bacons from Dr. Doom. After fetching the items necessary to beat him, they go back to Earth, as it is being modified by Doom, and stay at a Doom-themed Stark Tower before heading off to Latveria. In total, five hubs (or four if you count both iterations of Stark Tower as the same).
** Spiritual predecessor series ''[[X- Men Legends]]'' used the X-mansion in the first game and various temporary bases in the second.
* ''[[Folklore (Video Game)|Folklore]]'' uses the town of Doolin as a hub for getting into the various Netherworld realms and forwarding the plot in the world of the living.
* The sub-games of the ''[[Kingdom Hearts]]'' series like to use this trope: Castle Oblivion in ''[[Kingdom Hearts: Chain of Memories (Video Game)|Kingdom Hearts Chain of Memories]]'', The Castle That Never Was in ''[[Kingdom Hearts: 358 Days Over 2 (Video Game)|Kingdom Hearts 358 Days Over 2]]'', and Disney Castle in ''[[Kingdom Heartscoded (Video Game)|Kingdom Heartscoded]]''.
* The village in Arcanus Cella in ''[[Cla Dun]]''.
* The original ''[[Diablo]]'' had the town of Tristram, where you were given quests and sold loot. Also, every four or five dungeon levels, a portal directly to that level would open, making backtracking easier. The sequel gave us a hub in each of the four (five with the expansion) Acts: Rogue's Camp, Lut Gholein, Kurast Docks, Pandemonium Fortress, and Harrogath. They served the same purpose as Tristram, though the portal mechanic has been enhanced with Waypoints, which allowed you to go anywhere you already visited.
* The town of Redmont in ''[[Ys (Video Game)|Wanderers from Ys]]'' and ''The Oath in Felghana''.
* Most of the major areas in ''[[Wonder Boy III the Dragons Trap (Video Game)|WonderBoy III: The Dragon's Trap/Curse]]'' are directly connected to the starting town.
* The main plot of ''[[Bastion (Video Game)|Bastion]]'' revolves around rebuilding it using city cores that picked up from various levels in the world map. The levels are not directly connected to the Bastion; rather, the hero flies to the levels from the titular [[Hub Level]].
** [[Skylanders: SpyrosSpyro's Adventure]] features a similar mechanic, rebuilding the Core of Light in the Ruins [[Hub Level]] using collected [[Plot Coupon|Plot Coupons]] from one stage after another.
 
 
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== First Person Shooter ==
* An interesting variant in ''[[Halo 3: ODST]]'': You start the game playing as [[The Faceless|The]] [[AFGNCAAP|Rookie]]; during the combat-drop at the start of the game, the Rookie gets separated from the rest of the squad, and the landing knocks him unconscious for six hours. When he wakes up, he wanders the nighttime city streets (the hub) trying to find his squad. When you find a clue as to what happened to them, the game goes into a playable [[Flash Back]] where you control the squad member related to the clue you just found as the Rookie. When the flashback ends, you return to the Rookie, and go looking for another clue.
* Possibly the most surreal example is in ''[[Quake (Video Gameseries)|Quake]]'', where it even functions as a ''menu system'' and can be played as a ''deathmatch map''. This allowed for the hardest difficulty to be hidden ''within'' the hub. (The other three difficulties? They are the hub's ''entrances''.)
* ''[[Clive Barkers Undying|Clive Barker's Undying]]'' had whatever themed enemies populated the next level begin infesting the Covenant estate as a [[Now Where Was I Going Again?|hint of where to go next]].
* The faction-specific Sanctuary in ''[[Planet SidePlanetSide]]''. The planet doesn't have a name, it's just NC/TR/VS Sanctuary. This is were platoons ready themselves to travel through a warp gate for a vehicle/dropship assault or use the HART Shuttle.
* The first two ''[[Turok (Video Gameseries)|Turok]]'' games had these. The one in the second game was even named ''The Hub''.
* ''[[Wolfenstein (Video2009 Gamevideo game)|Wolfenstein]]'' (2009) has this in the form of the town of Isenstadt; all locations in the game are either in or around it, and can be accessed via its streets or sewers.
* ''[[Hexen]]'' introduced support for hub levels to the ''[[Doom]]'' FPS engine. Their presence both increased the areas players needed to search to find keys and triggers, and by ensuring the player would keep moving between them, allowed the side levels to be more strongly themed than would be the case if they were standalone levels as with the game's predecessor.
* ''[[Tek War]]'' was one of the first games to feature a Hub, in this case a subway station.
* ''[[Catacomb]] Apocalypse'' might have been one of the first games to feature this.
** Though the earlier ''Catacomb 3-D'' also had elements of this, as far as I recall.
* The ''[[Marathon (Video Game)Trilogy|Marathon]]'' [[Game Mod|total conversion]] ''Erodrome'' is one of the few mods of this engine to do this; it uses multiple copies of the level with different entry points. Likewise for the fan-made sequel ''Marathon Rubicon''.
 
 
== ''Mario'' games ==
* The [[Hub Level]] really came into its own with Princess Peach's Castle and the surrounding grounds in ''[[Super Mario 64 (Video Game)|Super Mario 64]]''. The castle even had 15 -- well, nine, really, if you don't count the cap course and Bowser's world stars -- stars of its own.
** ''Super Mario 64'' was so successful it can most likely be seen as the [[Trope Codifier]].
* Delfino Plaza in ''[[Super Mario Sunshine (Video Game)|Super Mario Sunshine]]''.
* The Comet Observatory in ''[[Super Mario Galaxy (Video Game)|Super Mario Galaxy]]'' is rather small with relatively little to explore, compared to the previous two examples. No secret stars, but it did have extra galaxies outside of the main observatories, though that doesn't really count.
** The Starship Mario in the sequel can't really be called a hub in the classical sense, since the game returns to the [[World Map]] format used in the 2-D games and ''[[New Super Mario Bros (Video Game)|New Super Mario Bros]]''. It's more a sandbox where you can practice all your moves and get basic advice on how to play the game - more like the Castle Garden from ''64'' than the castle itself.
* ''[[Mario and Luigi Partners In Time (Video Game)|Mario & Luigi: Partners in Time]]'' used Peach's Castle like in Super Mario 64, with warps to the past, in a (fairly) rare RPG example.
* ''[[Mario and Luigi Bowsers Inside Story (Video Game)|Mario & Luigi: Bowser's Inside Story]]'' has the Pipe Cavern late in the game.
* And the ''[[Paper Mario (Video Gamefranchise)|Paper Mario]]'' games had Toad Town, Rogueport/Rogueport Sewers, and Flipside/Flopside.
* The ''[[Wario Land (Video Game)|Wario Land]]'' series has a few Hubs. ''Wario Land 4'' has the Golden Pyramid, and ''Wario Land: The Shake Dimension'' has his erm... Garage.
* ''[[Wario World (Video Game)|Wario World]]'' has Treasure Square.
* Averted in ''[[Super Mario 3D Land]]''. It's the first 3D Mario game not to have a hub.
 
 
== Platformer ==
* [[Epic Games]]' first ''[[Jill of the Jungle (Video Game)|Jill of the Jungle]]'' game uses this between levels. At first things are linear and it seems like a gimmick, but soon the same key-collecting and powerup-collecting mechanics from the levels themselves become necessary to progress ''between'' levels, and reaching the secret level requires some backtracking in the hub. Mercifully, the hub doesn't provide any enemies or ways for you to die. The second game had a purely linear progression while the third game adopted a top-down overworld.
* ''[[Kirby]]'s Adventure'' may be the first game that used the same engine in the "between levels" segments as in the stages themselves.
** ''Kirby and the Amazing Mirror'' had a MASSIVE hub level that had more and more accessible areas as you hit switches in the levels.
* Whoopie World in ''Rocket: Robot on Wheels''.
* Station Square, Egg Carrier, and Mystic Ruins in ''[[Sonic the Hedgehog|Sonic]] [[Sonic Adventure (Video Game)|Adventure]]''.
** Soleanna in ''[[Sonic the Hedgehog 2006 (Videovideo Gamegame)|Sonic the Hedgehog 2006]]'' (split into three hubs), of the [[Talk to Everyone]] [[Fake Longevity]] variety.
** Each world in the 360 and PS3 version of ''[[Sonic Unleashed (Video Game)|Sonic Unleashed]]'' has its own hub; the Wii and PS2 versions have to contend with static [[World Map|World Maps]] instead.
** ''[[Sonic Advance Trilogy|Sonic Advance 3]]'' features hubs for all seven zones.
** The 360/PS3 version of ''[[Sonic Generations (Video Game)|Sonic Generations]]'' has one big [[Two Point Five D|2.5D]] [[White Void Room]] Hub that serves as an "interactive menu" for selecting levels/bosses, talking to Sonic's friends, accessing extra content, etc.
* Various [[The Theme Park Version|Theme Park Versions]] of real-world locations in the ''[[Sly Cooper]]'' series.
** Only the first game actually played this straight. The second and third game actually made the locations itself the main stages of the missions. There will be some few "mini-areas" in it, but generally a lot of the missions take place in the hub itself.
* The Gallery of Shame in ''Stretch Panic''.
* Whispering Rocks Camp in ''[[Psychonauts (Video Game)|Psychonauts]]'' is a good example, since the actual levels are inside the brains of the residents.
** The Collective Unconscious serves as a mini-Hub of sorts, allowing you to access people's brains even when they are not present in the actual Hub.
* Many ''[[Crash Bandicoot]]'' and ''[[Spyro the Dragon]]'' games have a Hub to connect their different levels.
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*** And then they topped that again with Showdown Town in Nuts & Bolts. Rare claims it is the largest hub level it has ever created. It's only the size of a small city, apparently.
* DK Isle in ''[[Donkey Kong 64]]''.
* Arguably, Windy in ''[[Conkers Bad Fur Day (Video Game)|Conkers Bad Fur Day]]''.
* ''Chakan: The Forever Man'' on the Genesis/Mega Drive.
* Used rather jarringly in ''[[Metroid]] Fusion'', ''[[Metroid Prime]]'' ''2: Echoes'', and ''[[Metroid: Other M]]'' in the form of the Main Deck, Temple Grounds, and Main Sector respectively. Jarring in the sense that the game series is much more well known for organically connected areas that don't particularly revolve around a central point. Though to call these three areas simple hub worlds isn't particularly fair, as they are just as fleshed out as any other area, they just happen to be the main connections to the other areas of the games.
** It's justified anyway, in ''Fusion'' and ''Other M'' you're inside a space station so a hub is understandable, and in ''Echoes'' the Luminoth specifically built the great temple at the center of their other three dwelling areas on Aether, hence, the hub area.
* The ''[[Mega Man Zero]]'' series has the three incarnations of the [[La Résistance]] Base as a hub for missions: one is set in a city deep underground (1st game), the second is more elaborate with a harbor and turrets (2nd and 3rd), while the last is a two-truck trailer, with [[New Eden|Area Zero]] just next door.
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** Rainbow Cliffs, in the first game.
* ''Lode Runner 2'' had one, aptly titled ''World Hub''. It was rather nice to look at, partially because one of the coolest of the game's seven tilesets (called ''Jump Station'') was dedicated to it exclusively. You couldn't even use it with the in-game [[Level Editor]] unless you hacked your level files.
* ''[[Braid (Video Game)|Braid]]'' plays this straight with [http://www.davidhellman.net/blog/the-art-of-braid-part-8/ Tim's house], but uses it to shed some insight on the internal nature of his journey.
* An early example for platformers is ''[[The Addams Family (TV)|The Addams Family]]'' for the SNES. Entering the mansion leads to the [[Scooby-Dooby Doors|Hall of Doors]]. Each one leads to a different series of rooms which in another game would count as a world. Some of these "worlds" even connect one another.
* [[Jett Rocket]]'s ship is a tiny version, with switches that lead to the level maps.
* ''[[Spelunky]]'' features the hub in which you unlock shortcuts to deeper levels by paying increasingly exorbitant prices which you will have to pay for within ''at least'' three playthroughs.
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*** While ''[[Gaiden Game|Daxter]]'' also features Haven City as a hub world, in this game it's only a small section of the city, and it's a hub world in a much more traditional sense than the ''Jak II'' version.
* The pod in ''[[Little Big Planet]]''.
* ''[[Dust ForceDustforce]]'' originally had a single massive hub level with stages scattered around it, clustered according to theme. This tended to confuse players as to where they should go, and as to the relative difficulty of stages, so early May 2012, coinciding with the release of the Mac version and the level editor, it was overhauled. Now, there's a small central hub containing the multiplayer, tutorial, level editor, and custom maps, as well as doors to the four areas or "themes." Within these, doors are arranged so that easier levels are easier to get to and usually closer to the door back to the main hub.
 
 
== Puzzle ==
* ''[[Portal 2 (Video Game)|Portal 2]]'''s co-op mode features a hub area that connects the mode's five test courses. What you can access is determined by the farthest test chamber you or your partner have made it to, with any test courses/chambers beyond that locked and inaccessible. This effectively means that a first-time co-op player can access every test chamber from the start if their partner has completed them all, but then may find later chambers locked if they later switch to a partner who hasn't progressed as far. It also allows players to skip test chambers or even entire courses if they want. Because of this, a first-time player can literally go from the calibration course to the final test chamber and see the credits in a whopping ten minutes if they have the right partner.
** In a rare example, you can literally kill your robot off by jumping into the [[Bottomless Pit]] below while in the hub, which GLaDOS proceeds to mock you or even be confused at how you died in an area that wasn't a part of the test. Since your robot always respawns after death with no ill repercussions, this example is most likely [[Played for Laughs]].
 
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== RPG - Eastern ==
* ''Makaitoushi [[SaGa]]/Final Fantasy Legend'' had The Tower, which fits this trope in spades.
* ''[[Chrono Trigger (Video Game)|Chrono Trigger]]'' has (after a certain point in the plot) the [[Place Beyond Time|End of Time]], where you can access all the gates you've been through, as well as where your extra party members wait for you to use them.
* Firelink Shrine in ''[[Dark Souls]]'', with most of the trainers and relatively quick and easy access to most of the rest of Lordran after you unlock the shortcuts.
 
 
== RPG - MMO ==
* [[Ever Quest|EverQuest]] originally did not have a Hub Level, and instead let characters wander the entire world on foot to get to the various dungeons and adventure areas. With the release of the ''Shadows of Luclin'' expansion a Hub Level called "The Nexus" was created that had portals to and from 4 of the 5 continents in the world and merchants that would sell to any character (and was located on the moon, essentially a sixth continent for gameplay). With the release of the next expansion, ''Planes of Power'' a new Hub Level called the "Plane of Knowledge" was created: an extraplanar city with trainers for all classes, shops selling almost everything that Player Characters would ever need to buy at a store, and portals to every single city in the game (which seriously cut down on the games [[Nintendo Hard]] travel element)
* One of the dungeons in the MMO [[Asherons Call|Asheron's Call]] became known as the Hub because it contained within it portals to most of the games major towns and cities. As a direct result of this the large chamber at the start of the dungeon became the best place to meet other players and trade items. It ended up being the most populous place in the game.
* While rather small in comparison to some of the other examples, the Null Chamber from [[Gaia Online|zOMG]] serves as both a respawn point, a transportation hub (provided you've attuned yourself to the relevant crystal), and the only place in the game world that allows you to power up and rearrange your rings.
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* ''[[Toontown Online]]'' has not one, but ''six'' hubs: the Playground in each of the six neighborhoods. These areas are Cog-free and slowly restore your HP. The central area of each Cog HQ could also qualify, as they lead to more areas within the HQ, but they are treated more like the streets are: if you lose your HP, you return to the last Playground you set foot in.
* This ended up happening ''inadvertently'' in ''[[World of Warcraft]] Wrath of the Lich King''. There was already Dalaran, a city with portals to all the other cities. Then that was combined with the ability to enter a queue for nearly any dungeon (within your level range) or PVP area in the entire game from the UI. It led to people never going out into the world for ''anything'' once they hit level cap except for the occasional raid (dungeons using a large number of people) or grinding professions. Blizzard has attempted to fix this, but now they've added a way to queue for raids from anywhere alongside the system for dungeons and PVP, which is [[What an Idiot!|kind of the opposite of solving the issue]].
* ''[[War CraftWarcraft|The Frozen Throne]]'' makes a dramatic break from tradition with the Orc campaign. Instead of a long 6-9 chapter linear campaign like the others, this one has three chapters, each consisting of multiple areas. The first one has a large main area, with pathways leading to remote valleys and caves that must all be visited at one point (sometimes multiple times too). The second one has a main area with various dungeons and side quests, and several equally large areas where the main quests take place. Some of these aren't seen again after your first visit. The last chapter only consists of two areas: a search and destroy mission and a massive [[Defense of the Ancients]] style battle.
* The city of Stormreach in ''[[Dungeons and Dragons Online (Video Game)|Dungeons and Dragons Online]]'' is essentially this, though it was more prevalent in earlier versions of the game.
* ''[[Vindictus]]'' has the town of Colhen and the city of Rocheste, from where you travel to instances that make up the majority of the game's action.
* ''[[Adventure Quest Worlds (Video Game)|Adventure Quest Worlds]]'' has one in the town of Battleon, where everyone first spawns upon beginning a game session and where the latest content can be accessed.
* The Republic and Imperial Fleets in [[The Old Republic]] are the Hubs for players instead of the capital planets Coruscant and Dromund Kaas, surprisingly. The fleets contains shops for everything you need in the game, skill trainers for class/crew and also the entrances to dungeon raids (Flashpoints and Operations) via shuttles.
 
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* In ''[[Ultima Underworld]]'' II, Britannia acts as something of a hub for the various worlds you must visit.
* Depending on the chapter, ''[[The Witcher]]'' demonstrates this in variations or averts it completely. The Epilogue has no clear Hub, the first and fourth chapters are too wide open a sandbox to identify a Hub. The second chapter has an [[Vice City|entire city district]] as a Hub, in the third chapter when the [[Capital City|range of exploration expands]], the Hub contracts to a single tower. The [[Amazing Technicolor Battlefield|war-torn battlefield]] in the fifth chapter appears to be a Hub at first, but it's really the [[Bubblegloop Swamp|swamplands.]] The Epilogue is a [[No Sidepaths No Exploration No Freedom|linear rail]] of No Return.
* [[Bio WareBioWare]] games since ''Throne of Bhaal'' often have this:
** ''~Baldur's Gate~ II: [[Expansion Pack|Throne of Bhaal]]'' gave the protagonist a personal [[Pocket Dimension]] where he/she could escape to with their party from almost any location and come right back. Notable for the fact that neither of the original games had anything similar.
** ''[[Knights of the Old Republic]]'' gave you the ''Ebon Hawk'', a [[Cool Starship]] where you always returned before traveling to another world. ''KotOR II'' recycled the ''Ebon Hawk'', despite replacing most of the main cast including the protagonist. Additionally, it serves as the residence of the party members who are not on your current strike team.
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** The Roivas Mansion in ''[[Eternal Darkness]]: Sanity's Requiem'' was one of the first to do this.
** It may have been perfected in ''[[Silent Hill 4]]: The Room'', in which the titular room was the Hub {{spoiler|until the Hub ''itself'' begins attacking you.}}
** ''[[Amnesia: theThe Dark Descent]]'' has multiple hub levels. As you complete the levels within them, weird bloody growths come out of the walls and fountains fill with blood, but you're always safe from monsters.
 
 
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* In ''[[Yume Nikki]]'', the strange world outside your dream home serves as a [[Hub Level]], called the Nexus. It featured a weird Aztec silhouette floating in a black background, with bizarre doors, all of which were unique, floating the in the abyss as your gateways.
* Your home planet/colonies in the Space phase of Spore.
* The ''[[X (Videovideo Gamegame)|X]]-Universe'' games starting with ''Terran Conflict'' have the "Gate Hub". It's a large [[Big Dumb Object]] that fulls the entire sector, which allows you to modify the [[Portal Network|jump gate network]]. The Hub has 3 sets of jump gates, which upon your command, will link "between" two sets of gates, allowing you to link the edges of the X-Universe together. You could for example, set the HUB to link a race's homeworld to their distant colonys, so that only one jump is needed instead of say, twenty jumps. A popular location for the [[Player Headquarters]], as the sector rarely has enemies in it (unless you link it to a [[AI Is a Crapshoot|Xenon]] or [[Space Pirate|Pirate]] sector), and is one jump away from the rest of the sectors in the universe.