Point and Click Map: Difference between revisions

no edit summary
m (update links)
No edit summary
 
(5 intermediate revisions by 4 users not shown)
Line 2:
A variety of [[World Map]] where the player doesn't steer the [[Player Character]] across the map but only has to [[Point and Click|click on the destination location to instantly go there]]. Essentially, it functions like another game menu, [[Fantasy World Map|albeit stylized and pretty]]. Optionally, it will have smaller-scale maps to act as sub-menus.
 
Accessing the global map often requires either reaching the edge of the current location or interacting with a special transporter item or character, overlapping with [[Warp Whistle]] (though not all [[Warp Whistle|Warp Whistles]]s present themselves as world maps). When "traveling", the path may be tracked on the map to [[Dynamic Loading|conceal the level loading sequence]]. En route, the player can be optionally interrupted by a single [[Random Encounters]] (rarely more).
 
At the beginning of the game, only a couple of destinations will be available, but more will be added to the map later, either by exploration (finding hidden exits from known locations), by accepting quests that lead you there, or by exploration ''and'' completing certain quests on site. If the destination has several entrance points, your original location will often determine which of them you will teleport to.
{{examples}}
 
{{examples}}
== Adventure Games ==
* ''[[Strong Bad's Cool Game for Attractive People|Strong Bads Cool Game for Attractive People]]'' uses a "map" which is constructed by the player; as more locations are discovered, the player can add them as stamps anywhere on an empty sheet of paper, and even move them around. Clicking on a stamp instantly moves you there.
* Quite a few of the ''[[Reality -On -The -Norm]]'' games, such as ''Defender of RON''.
* ''[[The Longest Journey]]'' had several point-and-click maps: Newport (accessible only in the subway), Marcuria (accessible by reaching the edge of a location), the Northlands, and the Alais Island. In all cases, new locations had to be unlocked by solving puzzles or advancing the overall plot.
* ''[[The Secret of Monkey Island]]'' and ''[[Monkey Island 2: LeChuck's Revenge|Monkey Island 2]]'' both have one. The latter also has a sea map, that provides increasingly weird excuses for why you can't go anywhere except for the three main islands. From the second game:
Line 20:
* The ''[[Super Mario Bros.|Super Mario]]'' franchise:
** ''[[Super Mario Galaxy 2]]'': While the first game used a [[Hub Level]], the second game used a map screen, accessible from the bridge of your spaceship.
** ''[[Super Mario Bros. 3]]'': Every world has a map, and Hammer Bros. are often seen wandering around on it ([[media:SuperMario3_map1_4958SuperMario3 map1 4958.png|image]]).
** ''[[New Super Mario Bros.]]'': The maps are linear affairs that progress from one level to the next. ''[[New Super Mario Bros. Wii]]'' uses 3D rendered maps, similar to the 2D maps of ''[[Super Mario Bros 3]]'' (even including wandering Hammer Bros).
* A staple of the ''[[Donkey Kong Country (video game)|Donkey Kong Country]]'' series, including ''[[Donkey Kong Country Returns]]'': There is one large map depicting the entire world, with each destination represented by a smaller map containing the actual levels.
* In the 2008 ''[[Prince of Persia (2008 video game)|Prince of Persia]]'', the map of the City allows you to instantly travel from any already cleansed level to any other. The game simply explains it with [[A Wizard Did It|Elika's light-fueled teleportation power]].
Line 49:
== RPG -- Western ==
* All Infinity Engine games featured this in some form:
** The ''[[Baldur's Gate|Baldurs Gate]]'' series had the maps of the Sword Coast and Amn (''I'' and ''II'', respectively). The first game's map had a rather obvious square grid structure, where if you wanted to unlock the location east of you, you had to reach the east edge of your current location, etc.. Also, the travel times were tracked on the [[In -Universe Game Clock]]: further destinations resulted in longer travel.
** ''[[Planescape: Torment]]'' uses it to let you move around Sigil, with more locations unlocked as you figure out ways to move around the [[Chaos Architecture]] of the city.
** Ditto the ''[[Icewind Dale]]'' series, with the maps of the eponymous region.
Line 60:
* In the ''[[Dragon Age]]'' series:
** ''[[Dragon Age|Origins]]'' had the map of Ferelden (Amaranthine in the expansion) that functioned similarly to ''Baldur's Gate II'': destinations were unlocked by exploration and quests, you could get ambushed, and there were sub-maps for the [[Beneath the Earth|Deep Roads]] and [[Capital City|Denerim]]. Due to lack of an in-game clock, however, you were always [[Traveling At the Speed of Plot]].
** ''[[Dragon Age II]]'' had the map of Kirkwall ([[In -Universe Game Clock|by day and by night]]), as well as the Wounded Coast region nearby. The random encounters were removed (there was only a single plot-triggered one).
* The ''[[Mass Effect]]'' series has it, but only with the top, [[Portal Network]] level of the galaxy map. To move within star systems and from star to star, you have to manually navigate the ship.
* ''[[Evil Islands]]'' features multiple locations connected only via [[Warp Whistle|travel points]]. Accessing them summons the world map, where you can choose to travel either to the adjacent area's travel points or any area you have previously unlocked by completing quests there.
Line 68:
{{reflist}}
[[Category:Video Game Interface Elements]]
[[Category:PointMap and Click MapTropes]]
[[Category:{{PAGENAME}}]]