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A map that is updated in real-time as you play a level. Usually seen in FPSs.
Video games that include a physical cloth or paper map in their packaging.
A dead end is when a path or road is blocked off, whether intentionally or accidently, and players are forced to turn around.
Concept where everything you need isn't always spelled out for you on the map. Sometimes even the map is not there till you go explore it.
A device used in many games with vast open worlds, to travel instantaneously from one place to another. It sometime appears in the form of an item or skill.
In some first person games, the map is an object the players interact with in-game. Players press a button and the map comes up in front of the character's point of view.
A hub is the central location from which a player can venture out into different areas of a game. It is often used as a clever way of masking loading between levels or worlds.
When a level select screen takes the form of a map.
Games that allow the player to choose which level to play next, rather than a fixed linear order.
An overworld system consisting of several locations connected by straight paths.
The successor of the Aurora Engine. Created by Bioware for Knights of the Old Republic.
An overworld is a simplified view of the game world that allows players to freely move to different locations or levels.
Radar is a player assist device included in the Heads Up Display of many games that represents the player's surroundings and the positions of objects, vehicles and enemies.
Made popular by the Animal Crossing franchise, this concept takes your average world map and adds the illusion of depth by having the environment roll over the horizon near the top of the screen.
A way to reveal the map that requires the player to use a tall object, usually climbing a tower. First made prevalent in Assassin's Creed (2007), often a feature of Ubisoft open world games.
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