Game Development Reference
In-Depth Information
The hub and spoke provides an area where the player can get started on a sto-
ryline or quest. They can also return there upon completion to get new quests
or fuel up and then move on to other spokes.
Many games that use this type of design offer a player new to the game an oppor-
tunity to visit only one, or just a few, of the spokes. Once they gain experience or
collect necessary items, they can unlock the next sections, or spokes, to enter.
What is in the hub?
The hub is the start point for most games, such as the locker room for a sports
game or a town or castle for a questing game. This area often becomes familiar
to the player. It's a safe haven of sorts to return to when leveling up characters
and looking for new skills to learn, or to acquire better weapons, armor, vehicles,
or goods to aid in gameplay.
What are the spokes?
The spokes can be entire levels to be visited and explored or simply areas adjacent
to the hub that might house vendors or other benign game elements. The spokes
can be travelled to from the hub or directly from each other.
Figure 7.8 is a very basic diagram showing what a hub and spokes can look like.
There can be any number of spokes, and hubs can also connect with other hubs,
much as airlines designate certain airports across the country as their hubs and
fly out to and back from outlying areas.
the hub is often
a safe spot. the
spokes usually con-
tain challenges.
cemetery
forest
plains
Town
hills
ocean
FiGuRe 7.8 Any section, or level, of a game
can have one or many hubs and spokes set up.
For example, several cities may be safe areas that
players can visit and then journey out from.
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