Point and Click Map: Difference between revisions

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== RPG -- Western ==
== RPG -- Western ==
* All Infinity Engine games featured this in some form:
* 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.
** 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.
** ''[[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.
** Ditto the ''[[Icewind Dale]]'' series, with the maps of the eponymous region.
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* In the ''[[Dragon Age]]'' series:
* 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|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).
** ''[[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.
* 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.
* ''[[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.