![]() ![]() Since the hub level is usually a safe area, it can be a good way of invading the player's sense of security. A common approach in Survival Horror games is to have the hub level become less safe every time you return to it. Adventure Games usually connect distinct, separate stages through a full size Over World. RPGs usually stick to the classic Overworld Not to Scale device, or use the Global Airship to fill the same function. This is most frequently used in Platformers. Events that take place in the stages usually have no effect on the Hub Level. The characters only need to go into the levels in order to collect the Plot Coupons necessary to proceed further into the Hub Level, where the Big Bad usually awaits. In many cases, you'll find individual rooms which contain the entrances to each level, with the scenery in the room being similar to that of the level itself, as sort of a preview of what the level will be like.Ī common tack when using this trope is that the Hub Level is the area where the plot is really happening - the stages are "side areas" of sorts. It is still essentially a gateway area, but more developed. The Hub Level is usually larger than the other levels but lacks the dangers, detail, and unique features that characterize the more specialized areas. ![]() This concept was fleshed out and improved with the invention of the Hub Level, in which the space between the levels became a sort of pseudolevel in and of itself, using the same engine as the rest of the game, with geography and secrets of its own. 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. 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. ![]()
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