I think hub worlds are “cozy” relative to fully open worlds. Nice to have a familiar place you can back to between the action and different parts of the game world.
I think that as an industry videogames often take the wrong lessons from the mistakes of the past. For a long time there Hub worlds were said to be awful game design because they offered no game play and broke the pacing of things in awkward ways, so the lesson many people learned was "hubs bad, they just menu that take too much time from fun parts of game," instead of learning the more nuanced view of "hub worlds need to mesh with the gameplay and serve the pacing of the game well, and if you're unable to weave the two together meaningfully, you may want to try a more traditional menu."
@@RandomExpressions. Super Mario sunshine hub had different secrets and NPC dialog the further you got in the game Super Mario Sunshines story and the hub NPC's also talk about the changes throughout the game.Super mario Galaxy hub also had some changes throughout the story of the game but no where near concept of sunshine's NPC's where they talk about past events.
I’ve NEVER played Mario sunshine I’m mad late, but I did play Mario galaxy 2 and ig that’s why I didn’t consider playing number 1. Apparently 1 is like infinitely better lol.
Most of these types of video essays I feel just keep rephrasing the same sentence 10 times in a row to pad for time, so I appreciate your straight-to-the-point style.
I think Rambler's Reach from Jedi Survivor is a pretty good example of a hub area, with it being the first safe place you reach and somewhere you constantly return to throughout the main story. It also functions similarly to The Lake of Nine from God of War, in that it's the centre point from which there are numerous branching paths leading to different areas, many of which are main quest locations. The only thing it lacks is the customisation aspect; you can find people throughout the different planets who'll then stay at the saloon - your main base in Rambler's Reach - and you can grow different plants on the roof of the saloon, but that's it. Base/Town building isn't a mechanic I thought I'd want in a Star Wars game, but Survivor showed me that, somehow, it's a promising concept. Thanks for the awesome content, always gets the brain thinking!
Monster Hunter Rise, and a lot of older Monster Hunter games did that well. In Rise, you visit locations where you are tasked to hunt certain monsters. Then you come back to your village, that you work to protect with the gear you made in these expeditions (well I say expeditions, but World was better at making it feel like actual expeditions)
Algorithm randomly fed me your video but I completely agree. A lot of FromSoft games do exactly what you talk about - a central hub with interlinking levels around it that together all makes sense and encourages you to explore in a gameplay loop. Great thesis and great vid.
W algorithm W fromsoft. The only reason I didn’t mention fromsoft that much is bc they only got one open world game and some of their hubs are AWESOME and some are kinda mid.
god of war 1-3 where all a huge mazes full of puzzles lol one thing i didnt hear you talk about was hardware limitation. im sure if they could make huge open world maps they would have, like metroid. i think the problem now a days is that they focus more on a huge open world and not enough on game play.
Agreed there's defintiely a middle ground inbetween large areas and interconnected design, and a hub style area. It's funny you mentioed the old GOW because they were a big inspiration this time aorund.
Sure, if a hub world is just a room with portals it absolutely will be an unnecessary arbitrary gate for gameplay, but many hub worlds are in and of themselves part of the gameplay e.g. Peach's Castle in Mario 64, Delfino Plaza in Super Mario Sunshine, Rogueport in Paper Mario: The Thousand Year Door, and Termina Field in Majora's Mask to name a few. All of those are examples of hub worlds that are gameplay and story elements in and of themselves. Those games would lose a lot if you just replaced those with a level select menu or if you arbitrarily opened all the branching paths from the beginning of the game.
Did bro just casually disagree with me in the comment section of a gaming video? With No PITCHFORK??? YOU MEAN WE CAN JUST RESPECTFULLY DISGAREE AND GO ABOUT OUR LIVES NOW?????
You guys aren’t gonna believe it 800 Scribers Now!!!!????!!!!??? Thanks so much yall!!!!
sciber
I think hub worlds are “cozy” relative to fully open worlds. Nice to have a familiar place you can back to between the action and different parts of the game world.
Oh yeah definitely similar that’s for sure
agreed it hooks into this human need of wanting to "come home" I think
Hmmmmm I didn’t rlly think of that That do be scientific tho fr
That’s specifically something I also really liked about Arceus. Some people felt let down that it wasn’t fully open world, but I enjoyed it.
Ik I rlly appreciate “open area” design im not sure why it gets hate. What’s a couple loading screens gonna stop?
Yeah, to be honest Arceus is more like Monster Hunter than BotW and I'm down for it.
Fine fine fine I’ll try the next monster hunter I’ve been running for too long
I think that as an industry videogames often take the wrong lessons from the mistakes of the past. For a long time there Hub worlds were said to be awful game design because they offered no game play and broke the pacing of things in awkward ways, so the lesson many people learned was "hubs bad, they just menu that take too much time from fun parts of game," instead of learning the more nuanced view of "hub worlds need to mesh with the gameplay and serve the pacing of the game well, and if you're unable to weave the two together meaningfully, you may want to try a more traditional menu."
Dang that’s a good point too I should’ve said something like that. Hubs are great but if you CANT do one a traditional menu is fine. Good take fr!
@@RandomExpressions. Super Mario sunshine hub had different secrets and NPC dialog the further you got in the game Super Mario Sunshines story and the hub NPC's also talk about the changes throughout the game.Super mario Galaxy hub also had some changes throughout the story of the game but no where near concept of sunshine's NPC's where they talk about past events.
I’ve NEVER played Mario sunshine I’m mad late, but I did play Mario galaxy 2 and ig that’s why I didn’t consider playing number 1. Apparently 1 is like infinitely better lol.
Most of these types of video essays I feel just keep rephrasing the same sentence 10 times in a row to pad for time, so I appreciate your straight-to-the-point style.
Thank my 12th grade English teacher bro lol
The older Lego games have some pretty solid hub worlds imo. Especially LS1, TCS, and Indiana Jones.
AWWWW YEAH LEGO STAR WARS man I should've mentioned that.
bro your content has improved so much its so inspiring to see
Thank you so much!!!!! I’ll keep up that hard work!
Dude, this has the same energy as like NakeyJakey or InternetPitstop. You deserve so many more subscribers than you have. Good job and keep going!
Will do brother
Your video editing skills and general quality of content has gotten really impressive, nice work
I remember you!!! Thanks for stopping by the channel again bro bro!!!!
id personally give you a medal. you real as hell, Good shit bro
Thanks bubba I appreciate that
I think Rambler's Reach from Jedi Survivor is a pretty good example of a hub area, with it being the first safe place you reach and somewhere you constantly return to throughout the main story. It also functions similarly to The Lake of Nine from God of War, in that it's the centre point from which there are numerous branching paths leading to different areas, many of which are main quest locations.
The only thing it lacks is the customisation aspect; you can find people throughout the different planets who'll then stay at the saloon - your main base in Rambler's Reach - and you can grow different plants on the roof of the saloon, but that's it. Base/Town building isn't a mechanic I thought I'd want in a Star Wars game, but Survivor showed me that, somehow, it's a promising concept.
Thanks for the awesome content, always gets the brain thinking!
Dang do I gotta play Jedi survivor now too😭😭😭😭 ig it’s going in the backlog now
i really appreciated seeing that scooby doo with a cowboy hat pic. thank you, truly.
You’re welcome I just wanted to share it
Monster Hunter Rise, and a lot of older Monster Hunter games did that well. In Rise, you visit locations where you are tasked to hunt certain monsters. Then you come back to your village, that you work to protect with the gear you made in these expeditions (well I say expeditions, but World was better at making it feel like actual expeditions)
Also Shrek would win, unless he starts disrespecting Jada
I was so close to saying something about monster hunter but tbh I’ve never played it bc the monsters is too scary
You are a comedic genius! 😂
W W W W W W W W Take
it took me a long time to realize you don't actually have an old tv on top of your couch
SHHHHHHHHHHHHHH They'll never know.
Algorithm randomly fed me your video but I completely agree. A lot of FromSoft games do exactly what you talk about - a central hub with interlinking levels around it that together all makes sense and encourages you to explore in a gameplay loop. Great thesis and great vid.
W algorithm W fromsoft. The only reason I didn’t mention fromsoft that much is bc they only got one open world game and some of their hubs are AWESOME and some are kinda mid.
A late night night video recommendation. I'm subscribing to hear more of your takes.
Thanks man and Ws
Man says, "PERCHANCE" in the first _two minutes_ of the video.
Man's a joker.
We live in a society
Can def feel the Naked Jaked inpiration in this vid, but hey, that's prob why the algorithm recommended it, so congrats dude! Very cool
I actually inspired him actually yeah actually
did you two kiss @@RandomExpressions.
No I don’t swing that way but his videos are rlly good
I do miss hubs too
Good old Days fr
@@RandomExpressions. It truly was
nice vid! 800th sub 😮😮😮
Thank you Crouton I will cherish you forever lol but fr thanks
Good job me
Thanks for watching me
W youtuber W channel W video
What’re you doin here punk
god of war 1-3 where all a huge mazes full of puzzles lol
one thing i didnt hear you talk about was hardware limitation. im sure if they could make huge open world maps they would have, like metroid. i think the problem now a days is that they focus more on a huge open world and not enough on game play.
Agreed there's defintiely a middle ground inbetween large areas and interconnected design, and a hub style area. It's funny you mentioed the old GOW because they were a big inspiration this time aorund.
I likes you, I thinks ill keep you
W W W W W W WW W W W W W W W W W W W W
why is there a tv playing spiderman 2? is that some tiktok-like thing where you put subway surfers on half of the screen?
Yup I don’t room a green screen so the gameplay goes in the corner fr fr.
Do you remember Sanctuary from Borderlands 2? One of my favorite Hubs in gaming. Congrats on 700 subs;)
Borderlands is so wild fr😭😭😭😭
@@RandomExpressions.Trueee, one day I’ll have a Borderlands 2 tattoo. Love that game with a passion
I DONT UNDERSTAND THE OBESESSION EXPLAIN IT
@@RandomExpressions.because every spot on that map has personality, its layout is easy to follow and has easter eggs too
Fine bro I’ll add it to the backlog
dope
No thanks I’m good
@@RandomExpressions. Fine I'll hit the bell then!
As long as ur not offering me pot, be responsible
700 scriber!
BREAKONG NEWZ🗞️📰🚨🚨🚨🚨🚨
sub num 863
AWWWWWW YEAHHHHHHHH
Hub worlds, to me, are an unnecessary barrier to gameplay. It's just an extra step I need to take before I'm in the game.
Sure, if a hub world is just a room with portals it absolutely will be an unnecessary arbitrary gate for gameplay, but many hub worlds are in and of themselves part of the gameplay e.g. Peach's Castle in Mario 64, Delfino Plaza in Super Mario Sunshine, Rogueport in Paper Mario: The Thousand Year Door, and Termina Field in Majora's Mask to name a few. All of those are examples of hub worlds that are gameplay and story elements in and of themselves. Those games would lose a lot if you just replaced those with a level select menu or if you arbitrarily opened all the branching paths from the beginning of the game.
Did bro just casually disagree with me in the comment section of a gaming video? With No PITCHFORK??? YOU MEAN WE CAN JUST RESPECTFULLY DISGAREE AND GO ABOUT OUR LIVES NOW?????
Awesome point, Hubs can be arbitrary, but good ones are soooo mnemorable.
dude do you have a discord?
Yeah but idk how it works I’m a caveman