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Overworld - Wikipedia, the free encyclopedia

Overworld

From Wikipedia, the free encyclopedia

In-game screenshot of Pokémon Yellow, showing the protagonist and his Pokémon traveling in the game's overworld.
In-game screenshot of Pokémon Yellow, showing the protagonist and his Pokémon traveling in the game's overworld.

In video games, an overworld (sometimes called world map or map) refers to a high-level view of the fictional world within the game. The world map often contains a collection of towns and other locations (often called dungeons or levels) such as caves, mountains, and forests. When the player enters one of these locations, the world map display is replaced by the local geography of the selected element. In many games, the player is able to travel on the world map; in other games, the player uses the world map to select their next location. Typically, a dungeon may have monsters, while a town usually is safe. Most role-playing games (RPGs) have world maps, as well as some platform games. In some games, there are a series of world maps.[1] Typically, the player can only view a portion of the world map at the beginning of the game, and new locations appear on the map as the game progresses.

The term "overworld" has also been used to refer to the opposite of the "underworld"—that is, the overworld is the world above ground, while the underworld is that underneath the ground. However, this definition will not be discussed herein.

Contents

[edit] Types

There are several different types of overworlds found in most video game genres.

[edit] The Legend of Zelda series

While previous games have featured overworlds, one of the earliest console games to feature an overworld is the NES game The Legend of Zelda. Gameplay in Zelda's overworld was virtually identical to that of its nine underground dungeon levels, offering a top-down perspective and including access to caves, bridges, mazes, shops, and waterfalls as well as lurking with dangers that range from enemies to tumbling rocks. Much of the immediate gameplay takes place in the overworld, and the diversity of terrain (as well as the sheer size of the overworld itself) ensures that the player will spend as much time exploring and searching above ground as they will below (or in any of the areas listed above). The concept of an overworld also offered a nonlinear gameplay experience;[2] some believed this would cause the player to become confused and not know where to go, a sentiment which has endured as overworlds have become larger and more complex. [3]

The Legend of Zelda series is well known for these massive overworld areas, most notably Hyrule Field, but other overworlds in the series canon have included the Dark World, which is essentially a corrupted version of the Light World (Hyrule), Koholint Island, Termina, Holodrum, Labrynna, and the Great Sea (post-apocalyptic Hyrule).[4][5]

Monsters generally abound across the map in these games; the player (and characters) can see (at least most of) them, and most are easily defeated or avoided (as they don't constitute the main baddie base of the game). These monsters don't usually yield anything really helpful (only a few rupees or whatever at a time), but one notable exception to that stereotype is Zelda II: The Adventure of Link, in the course of which accumulation of experience points leading to almost indispensable upgrades to hit points (HP), magic points (MP), and attack power (AP) is an extensive part of gameplay.

There are often important items to be gained or other things to be found in overworld areas, but the overall main purpose they serve is to connect more important places.

[edit] Console role-playing games

Isaac travels to Mercury Lighthouse in Golden Sun's overworld.
Isaac travels to Mercury Lighthouse in Golden Sun's overworld.

Many games emulated Zelda's overworlds, especially fantasy-based RPGs. Perhaps one of the most complete examples in this category is the Final Fantasy series. In each of this type of overworld game, most of the action (or at least most of the plot-advancing action) takes place in towns, forests, dungeons, caves, castles (and the surrounding area), camps, fortresses, mass transportation systems, celestial bodies (e.g. the moon), etc. In the Final Fantasy series, the overworld is used as a "travel map", and changes to a closer perspective for direct gameplay or confrontation. The overworlds featured in most of the 2D adventures of this genre commonly depict the character(s) as being larger compared to the surrounding world than they actually are, lending necessary visibility to the player. The characters' animation in this type of overworld is often simpler than that found in the game's menus and other areas, while more complicated movement such as combat, climbing or visibly handling objects may happen at closer perspectives, adding a layer of detail not usually seen.

Many RPGs, including Pokémon Yellow and Golden Sun, find the character(s) encountering random battles—battles that consist of the character(s) essentially "running into" an enemy or group of enemies that (s)he cannot see before finding himself/herself in the battle with no prior warning—while wandering the overworld (refer to Final Fantasy battle systems for more information). In other games, the player can see the enemies and can most often choose which ones to fight, such as in Final Fantasy Mystic Quest and Super Mario RPG: Legend of the Seven Stars.

Whatever the type of battle, in most of these games, the characters will enter a special battle screen on which the action will take place. These battle screens usually take on the appearance of the portion of the overworld (or town, castle, etc.) in which they take place (e.g. if the character(s) is (are) wandering around a desert or a forest, the battle screen will have the backdrop of a desert or a forest). If the player's character(s) win the battle, the character(s) will occasionally level up by earning experience points. Battles that end in victory for the character(s) often yield currency or items as well.[6]

[edit] Platform games

Though overworlds on a large scale were first introduced with The Legend of Zelda in 1986, the genre of platform games didn't see overworlds (in the main sense) in play until 3-D platformers hit the market in the mid-1990s. Prior to this time, the concept of an overworld in platform gaming was limited to those of the "level select" type, which featured in games such as Bionic Commando and Super Mario Bros. 3. [7] It is likely that the overworlds developed for 3-D games, such as some of those listed above, evolved from the world maps featured in prior 2D platform games, such as those seen in Super Mario Bros. 3 and Donkey Kong Country.[8] This was in contrast to the previous system of gameplay, like Super Mario Bros. and Castlevania which involved the player simply going through levels in a linear order, but with no option to return to completed levels. Since Super Mario Bros. 3, nearly every Mario platformer has included an overworld area, or at least an area of the game that serves to connect the major sites of action therein (e.g. Peach's Castle in Super Mario 64 and Isle Delfino). The overworld idea also spilled over into other platformers, from Kirby's Adventure to the Donkey Kong Country series, and has continued and evolved as a major feature, and a staple of the genre.

[edit] Home level

The home level is an area found within a roguelike computer game. It is most often a haven for the hero character(s), where enemy hostility is minimal to nil. In most cases, the home level will feature shops in which the player can purchase items, and will often be the initial site of the story or game, although in some games it is a location that is discovered later. In some games, as the story progresses, the home level will change, or there may even be several similar places that serve a similar purpose (such as Destiny of an Emperor). Larn, an early roguelike game, was among the first to feature a home level.

Some games feature a home level that contains many different points of interest. The home level in Angband, for instance, consists of seven shops, the player's home (where characters may store unneeded items), and a staircase to the first dungeon level. Some variants of the home level add specialty shops, quest locations, or a wilderness through which additional towns can be discovered.

[edit] Navigation

Throughout some games, varied world map terrain such as mountains, rivers, and deserts may prevent the character(s) from visiting an area until they have completed a certain task or acquired a special skill, vehicle, or other key item.[9] Many CRPGs eventually allow the player rapid movement around the overworld, using such methods as flying,[10] sailing, or teleporting[11] to various locations. The map icon is often represented as a rectangle. Usually, flying or sailing across one edge of the map will bring you to the edge of the opposite side.

In some games, certain areas of the overworld map are hidden from the player, or at least difficult to reach; these "secret" areas often contain difficult-to-obtain items, or they might simply hold "Easter Egg"-style novelties or other such diversions. In some games, especially those that have the "level select" style of overworld (e.g. a lot of old-school 2-D platform games), portions of the overworld become available for play as certain tasks are completed (e.g. beating a particular level or discovering a secret hidden within a level).

[edit] Music

In terms of game music, overworld themes are often orchestral in nature, and of greater length and complexity than other pieces in the same game, due to the amount of time spent traveling the overworld map. Since players will usually visit a single level or area a few times in a given play session, the music for any such section of the game will typically be shorter and/or less complex, and thus less time-consuming for the designers to produce. The overworld theme will often function as a main theme of a given game, often being arranged for specific scenes or situations (e.g, a 'romantic' setting will feature a remixed overworld theme).[citation needed]

[edit] See also

[edit] Notes and References

  1. ^ For example, in many Final Fantasy games, the player can travel between the earth and the moon, each of which has its own world map. In Final Fantasy III, once the player obtains an airship, they may leave their current world to find themselves in a larger world map with a location representing the first world.
  2. ^ Long, Andrew. Oldest School. RPGamer. Retrieved on 2006-10-01.
  3. ^ GameCube Mailbag - July 14, 2005
  4. ^ Nintendo.com (2006). The Hyrule World Atlas. Nintendo.com. Retrieved on 2007-09-12.
  5. ^ zeldaelements.net. Zelda Elements Atlas. zeldaelements.net. Retrieved on 2007-09-12.
  6. ^ (2002) in Camelot: Golden Sun Instruction Manual: Traveling the Lands (in English). Nintendo, 18. 
  7. ^ In these games, the player never actually travels on a world map, but rather selects an adjacent location, which repositions the character on that location. Examples of this include the Wild Arms or Mario series.
  8. ^ PC World - Super Mario Advance 4 (GBA) Test Report
  9. ^ For example, in many Zelda games, Link must obtain an item hidden in one dungeon that will allow him to progress to the next dungeon. Often, these items can be obtained only after completing a side quest or reaching a certain point in the game.
  10. ^ Many games, most notably those of the Final Fantasy series, provide airships for flying. Other games will feature flying animals such as large birds, chocobos, or dragons,
  11. ^ Teleporting is more commonly referred to as warping.
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