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Hub Level: Difference between revisions

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{{trope}}
[[File:KDL2_Level1Hub_4100.png|link=Kirby|rightframe|Each one of these doors leads to a level, and this is just one of the many hub worlds in this game.]]
 
In the beginning, levels were their own separate entities, completely disconnected from one another -- beat one, and you go straight to the next, no intervening events or backtracking. Later, games added the idea of a "[[World Map]]" that connected the areas: you could now travel between worlds at will, perhaps unlocking shortcuts or alternate routes -- but the map was a bland, uninteresting area in and of itself, existing only to carry you from one location to the next.
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* 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 Game)|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 Side]]''. 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 Game)|Turok]]'' games had these. The one in the second game was even named ''The Hub''.
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* ''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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[[Category:Video Game Settings]]
[[Category:Hub Level]]
[[Category:Trope]]
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