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Visiting these towers typically serves three purposes (although these may not be present all at once):# Unfogging or revealing a large amount of the nearby area on the in-game map to better allow the player to navigate it and find their way around.# Reveals side quests, collectibles, activites, and other points of interest for the player to engage in. This is usually constrained to the newly-unfogged areas so that the player isn't overwhelmed by getting an entire map's worth at once.# Acting as a new [[WarpWhistle fast travel]] location for players to come back to, allowing them to seek out and clear the new objectives and then return to find another (or otherwise be used to return to this area).

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Visiting these towers typically serves three purposes (although these may not be present all at once):# once):
#
Unfogging or revealing a large amount of the nearby area on the in-game map to better allow the player to navigate it and find their way around.around.
# Reveals side quests, collectibles, activites, and other points of interest for the player to engage in. This is usually constrained to the newly-unfogged areas so that the player isn't overwhelmed by getting an entire map's worth at once.once.
# Acting as a new [[WarpWhistle fast travel]] location for players to come back to, allowing them to seek out and clear the new objectives and then return to find another (or otherwise be used to return to this area).

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Due to the non-linear nature of open-world video games, developers will often create certain in-game limitations in order to gate player progress. The most common version of this is the "Ubisoft Tower," a location on that map that, when cleared, will unveil large portions of the map. This is a two-part feature: on one hand, this creates an easy template for challenging the player, as the developers can re-use the location multiple times but in different variations in order to create new content, and to center the interesting content of the game world around the tower so players are gravitated towards them.

Visiting these towers typically does two things. First, it reveals a large section of the in-game map for the player to see, often revealing objectives, side-quests, and other such activities for the player to engage in, in such a way that doesn't overwhelm them by giving them the entire map's worth at once. Second, it typically provides a WarpWhistle location for players to come back to, allowing them to seek out the different objectives, clear them, and then return to find another.

May overlap with VideoGameVista if it allows the player to see gorgeous scenery from high up as a way of making the world feel bigger and more expansive. Compare PortalNetwork.

Subtrope to HighlyVisibleLandmark.

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Due to the non-linear nature of open-world video games, developers will often create certain in-game limitations in order to gate and unlock player progress. The most common version of this is the "Ubisoft Tower," a location on that map that, when cleared, will unveil large portions of the map. This is a two-part feature: on one hand, this creates an easy template for challenging the player, as the developers can re-use the location multiple times but in different variations in order to create new content, and to content. On the other, developers can center the interesting content of the game world around the tower so players are gravitated towards them.

them. These towers aren't strictly ''required'', however they do make navigating the game world and finding things to do much less ambiguous and frustrating.

Visiting these towers typically does two things. First, it reveals serves three purposes (although these may not be present all at once):# Unfogging or revealing a large section amount of the nearby area on the in-game map for to better allow the player to see, often revealing objectives, side-quests, navigate it and find their way around.# Reveals side quests, collectibles, activites, and other such activities points of interest for the player to engage in, in such a way in. This is usually constrained to the newly-unfogged areas so that doesn't overwhelm them by giving them the player isn't overwhelmed by getting an entire map's worth at once. Second, it typically provides once.# Acting as a WarpWhistle new [[WarpWhistle fast travel]] location for players to come back to, allowing them to seek out the different objectives, and clear them, the new objectives and then return to find another.

another (or otherwise be used to return to this area).

May overlap with VideoGameVista if it allows the player to see gorgeous scenery from high up as a way of making the world feel bigger and more expansive. In fact the view is often justified as why the player character now has clarity on the surrounding area and the things in it (with fast travel being justified as the tall structure serving as a landmark). These towers usually have [[DoorToBefore a way to return back to the ground safely]] like a zipline or [[TrashLanding a soft landing]], or the player can use a glider instead.

Compare PortalNetwork.

PortalNetwork. Subtrope to HighlyVisibleLandmark.


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** [[AvertedTrope Averted]] in ''[[VideoGame/AvatarFrontiersOfPandora Avatar: Frontiers of Pandora]]'', which doesn't use them at all. Instead, the player can talk to [=NPCs=] to get side quests, and using clues to find flora and fauna is an important part of the gameplay.

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** ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'' does it a little bit differently with its "Skyview Towers". Link still finds towers and Link does still survey the land from a great height, but he no longer has to actually climb the tower (most of the time). Instead, the tower itself blasts him into the air and Link uses the Purah Pad to scan the surrounding landscape. Like its predecessor, it doesn't fill anything in on the map, merely uncovering a section for the player to see the topography of, but these towers also serve as excellent places to vault Link into the sky so he can make his way to the many sky islands floating above Hyrule. In [[BeneathTheEarth the Depths]] below Hyrule, light roots serve a similar function. They only reveal a small circular portion of the map though, which is part of the difficulty in exploring the Depths, and working out where they are and how to reach them is often no easy task.

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** ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'' does it a little bit differently with its "Skyview Towers". ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'':
***
Link still finds towers and Link does still survey the land from a great height, but he no longer has to actually climb the tower new Skyview Towers (most of the time). Instead, the tower itself blasts him into the air and Link uses the Purah Pad to scan the surrounding landscape. Like its predecessor, it doesn't fill anything in on the map, merely uncovering a section for the player to see the topography of, but these towers also serve as excellent places to vault Link into the sky so he can make his way to the many sky islands floating above Hyrule.
***
In [[BeneathTheEarth the Depths]] below Hyrule, light roots Lightroots serve a similar function. function to the Skyview Towers on the Surface. They only reveal a small circular portion of the map though, map, however, which is part of the difficulty in exploring the Depths, and working out where they are and how to reach them is often no easy task.
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General clarification on work content


** ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'' does it a little bit differently with its "Skyview Towers". Link still finds towers and Link does still survey the land from a great height, but he no longer has to actually climb the tower (most of the time). Instead, the tower itself blasts him into the air and Link uses the Purah Pad to scan the surrounding landscape. Like its predecessor, it doesn't fill anything in on the map, merely uncovering a section for the player to see the topography of, but these towers also serve as excellent places to vault Link into the sky so he can make his way to the many sky islands floating above Hyrule.

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** ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'' does it a little bit differently with its "Skyview Towers". Link still finds towers and Link does still survey the land from a great height, but he no longer has to actually climb the tower (most of the time). Instead, the tower itself blasts him into the air and Link uses the Purah Pad to scan the surrounding landscape. Like its predecessor, it doesn't fill anything in on the map, merely uncovering a section for the player to see the topography of, but these towers also serve as excellent places to vault Link into the sky so he can make his way to the many sky islands floating above Hyrule. In [[BeneathTheEarth the Depths]] below Hyrule, light roots serve a similar function. They only reveal a small circular portion of the map though, which is part of the difficulty in exploring the Depths, and working out where they are and how to reach them is often no easy task.
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* ''VideoGame/FinalFantasyVIIRebirth'': Scattered across the landscape are the Remnawave Towers, old republic technology that Chadley has Cloud activate in order to amass data about the various regions. They don't reveal the entire map, but they do highlight other locations that have to do with intel gathering. Other places such as caches must still be found via exploration.
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Subtrope to HighlyVisibleLandmark.
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May overlap with VideoGameVista if it allows the player to see gorgeous scenery from high up as a way of making the world feel bigger and more expansive.

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May overlap with VideoGameVista if it allows the player to see gorgeous scenery from high up as a way of making the world feel bigger and more expansive.
expansive. Compare PortalNetwork.
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** ''VideoGame/ImmortalsFenyxRising'': Clearing out the fog from the map requires you to climb massive statues of the Gods, though finding collectibles can done with the Farsight ability which can be used anywhere.

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** ''VideoGame/ImmortalsFenyxRising'': Clearing out the fog from the map requires you to climb massive statues of the Gods, though finding collectibles can done with the Farsight ability which can be used anywhere.anywhere (though the top of the massive statues does provide a good vantage point for said ability).
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* ''VideoGame/TheLegendOfZelda'':

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* ''VideoGame/TheLegendOfZelda'':''Franchise/TheLegendOfZelda'':

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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': The "Sheikah Towers" require Link to climb them and insert his Sheikah Slate into a terminal at the top. Unlike Ubisoft, in which visiting these points reveal a typically-circular portion of the map and unlock objectives, visiting a Sheikah Tower fills in the borders of an entire region, and does ''not'' add objectives to the map. Instead, the player has to manually scout out where shrines and other points of interest are, putting more emphasis on exploration, rather than ticking off a checklist of objectives. Since they are WarpWhistle destinations, they also double as convenient high points for Link to use his paraglider. In addition, ''reaching'' these towers is often a challenge by itself, as various obstacles (such as being covered in Malice or thorny vines, heavily guarded or located in a BottomlessPit) make each tower a puzzle to solve.

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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': ''VideoGame/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'':
The "Sheikah Towers" require Link to climb them and insert his Sheikah Slate into a terminal at the top. Unlike Ubisoft, in which visiting these points reveal a typically-circular portion of the map and unlock objectives, visiting a Sheikah Tower fills in the borders of an entire region, and does ''not'' add objectives to the map. Instead, the player has to manually scout out where shrines and other points of interest are, putting more emphasis on exploration, rather than ticking off a checklist of objectives. Since they are WarpWhistle destinations, they also double as convenient high points for Link to use his paraglider. In addition, ''reaching'' these towers is often a challenge by itself, as various obstacles (such as being covered in Malice or thorny vines, heavily guarded or located in a BottomlessPit) make each tower a puzzle to solve.solve.
** ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'' does it a little bit differently with its "Skyview Towers". Link still finds towers and Link does still survey the land from a great height, but he no longer has to actually climb the tower (most of the time). Instead, the tower itself blasts him into the air and Link uses the Purah Pad to scan the surrounding landscape. Like its predecessor, it doesn't fill anything in on the map, merely uncovering a section for the player to see the topography of, but these towers also serve as excellent places to vault Link into the sky so he can make his way to the many sky islands floating above Hyrule.
Is there an issue? Send a MessageReason:
None

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May overlap with VideoGameVista if it allows the player to see gorgeous scenery from high up as a way of making the world feel bigger and more expansive.
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None


[[folder: Creator/{{Ubisoft}}]]
* Ubisoft both [[TropeMaker made]] and [[TropeCodifier codified]] the trope, as almost all of their game series include these, hence their nickname "Ubisoft Towers".

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[[folder: Creator/{{Ubisoft}}]]
Ubisoft]]
* Ubisoft Creator/{{Ubisoft}} both [[TropeMaker made]] and [[TropeCodifier codified]] the trope, as almost all of their game series include these, hence their nickname "Ubisoft Towers".

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[[AC: Creator/{{Ubisoft}}]]

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[[AC: [[foldercontrol]]

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Creator/{{Ubisoft}}]]




[[AC: Non-Ubisoft examples]]

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\n[[AC: [[/folder]]

[[folder:
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[[/folder]]
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[[quoteright:350:[[Franchise/AssassinsCreed https://static.tvtropes.org/pmwiki/pub/images/ubitower_6.jpg]]]]

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[[quoteright:350:[[Franchise/AssassinsCreed [[quoteright:350:[[VideoGame/AssassinsCreedI https://static.tvtropes.org/pmwiki/pub/images/ubitower_6.jpg]]]]
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* In ''VideoGame/{{Sable}}'', cartographers always land their balloons on the highest natural landmarks they can find. If you reach them, you can buy a map of the area.
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* In ''[[VideoGame/{{Submerged}} Submerged: Hidden Depths]]'', when you climb a lookout tower and light the fire, nearby secrets are revealed.
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* ''VideoGame/HorizonZeroDawn'' has the Tallnecks. Large robotic dinosaurs with Saucer-shaped heads who gather telemetry from all the other robotic wildlife. They patrol around ruins, and the player has to climb the ruins they circle, then jump onto the passing Tallneck to then scale its titular neck to the saucer section and thus get map information. They are basically a (slightly) mobile version of this trope.

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* ''VideoGame/HorizonZeroDawn'' and its sequel, ''VideoGame/HorizonForbiddenWest'', has the Tallnecks. Large robotic dinosaurs giraffe-like machines with Saucer-shaped heads who gather telemetry from all the other robotic wildlife.wildlife in the region. They patrol around ruins, and the player has to climb the ruins they circle, then jump onto the passing Tallneck to then scale its titular neck to the saucer section and thus get map information. They are basically a (slightly) mobile version of this trope.
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** They first came to prominence in the ''Franchise/AssassinsCreed'' series, where they are named "Viewpoints", and when climbed by Altair, Ezio, and other player-characters, they would reveal sections of the map and allowed them to track objectives. A Viewpoint from [[VideoGame/AssassinsCreedI the first game]] is pictured above.
*** ''VideoGame/AssassinsCreedBrotherhood'' added onto this with "Borgia Towers", which had to be destroyed before Ezio could pay to open shops in the area.
*** ''VideoGame/AssassinsCreedIVBlackFlag'' featured viewpoints, but also featured naval strongholds, which had to be conquered by Edward Kenway in order to reveal portions of the ocean map to reveal locations and collectibles when using the ''Jackdaw.''

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** They first came to prominence in the ''Franchise/AssassinsCreed'' series, is the first series in which they came to prominence, where they are named "Viewpoints", and when "Viewpoints". When climbed by Altair, Ezio, and other player-characters, player characters, they would reveal sections of the map and allowed allow them to track objectives. A Viewpoint from [[VideoGame/AssassinsCreedI the first game]] is pictured above.
objectives.
*** ''VideoGame/AssassinsCreedBrotherhood'' added adds onto this with "Borgia Towers", which had have to be destroyed before Ezio could can pay to open shops in the area.
*** ''VideoGame/AssassinsCreedIVBlackFlag'' featured viewpoints, but features viewpoints and also featured naval strongholds, which had have to be conquered by Edward Kenway in order to reveal portions of the ocean map to reveal locations and collectibles when using the ''Jackdaw.''''Jackdaw''.



** In ''Franchise/FarCry'''s [[VideoGame/FarCry3 third]] and [[VideoGame/FarCry4 fourth]] installments, these are known as "radio" and "bell" towers respectively. Both reveal more of the map, liberate weapons in the area, and reveal more objectives.
*** Lampshaded but ultimately averted in ''VideoGame/FarCry5''. An early mission has the player climb a tower to activate an antenna as part of a story mission, with Dutch joking how the player must think he'll have them do that all over the county - in clear reference to the notorious presence of this being a regular mechanic in other Ubisoft games, but this game in fact has no such mechanic.
** ''VideoGame/WatchDogs'' used CTOS towers to reveal collectibles and the map.
** In ''Videogame/ImmortalsFenyxRising'' clearing out the fog from the map requires you to climb massive statues of the Gods, though finding collectibles can done with the Farsight ability which can be used anywhere.

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** ''Franchise/FarCry'':
***
In ''Franchise/FarCry'''s the [[VideoGame/FarCry3 third]] and [[VideoGame/FarCry4 fourth]] installments, these are known as "radio" and "bell" towers respectively. Both reveal more of the map, liberate weapons in the area, and reveal more objectives.
*** Lampshaded but ultimately averted in ''VideoGame/FarCry5''. An early mission has the player climb a tower to activate an antenna as part of a story mission, with Dutch joking how the player must think he'll have them do that all over the county - -- in clear reference to the notorious presence of this being a regular mechanic in other Ubisoft games, but this game in fact has no such mechanic.
** ''VideoGame/WatchDogs'' used CTOS towers to reveal collectibles and the map.
** In ''Videogame/ImmortalsFenyxRising'' clearing
''VideoGame/ImmortalsFenyxRising'': Clearing out the fog from the map requires you to climb massive statues of the Gods, though finding collectibles can done with the Farsight ability which can be used anywhere.
** ''VideoGame/WatchDogs'' uses CTOS towers to reveal collectibles and the map.



* ''VideoGame/GenshinImpact'' has "Statues of the Seven," which reveal more of the map, act as fast travel points, ''and'' heal the party if you ask them nicely. The heal function can be toggled so merely teleporting to a statue heals your characters. Ordinary "teleport waypoints" merely do fast travel. Both can be seen on unrevealed areas of the map, but only activate when visited in person. Unlike most other examples however, it doesn't need (or made) to be climbed on, though a few Statues are located high up in places that can only be reached by climbing.

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* ''VideoGame/GenshinImpact'' has "Statues of the Seven," Seven", which reveal more of the map, act as fast travel points, ''and'' heal the party if you ask them nicely. The heal function can be toggled so merely teleporting to a statue heals your characters. Ordinary "teleport waypoints" merely do fast travel. Both can be seen on unrevealed areas of the map, but only activate when visited in person. Unlike most other examples however, it doesn't need (or made) to be climbed on, though a few Statues are located high up in places that can only be reached by climbing.



* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' implements Nintendo's own version of these towers, the "Sheikah Towers", which require Link to climb them and insert his Sheikah Slate. Unlike Ubisoft, in which visiting these points would reveal a typically-circular portion of the map and would unlock objectives, visiting a Sheikah Tower fills in the borders of an entire region, and does ''not'' add objectives to the map. Instead, the player has to manually scout out where shrines and other points of interest are, putting more emphasis on exploration, rather than ticking off a checklist of objectives. Since they are WarpWhistle destinations, they also double as convenient high points for Link to use his paraglider. In addition, ''reaching'' those towers is often a challenge by itself, as various obstacles (such as being covered in Malice, being heavily guarded or located in a BottomlessPit) make each tower a puzzle to solve.
* ''VideoGame/MiddleEarthShadowOfMordor'' and its sequel ''[[VideoGame/MiddleEarthShadowOfWar Shadow of War]]'' used ''Barad-Silme'' or "forge towers" to reveal the map, reveal collectibles, and function as respawn and quicktravel locations.

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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' implements Nintendo's own version of these towers, the ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': The "Sheikah Towers", which Towers" require Link to climb them and insert his Sheikah Slate. Slate into a terminal at the top. Unlike Ubisoft, in which visiting these points would reveal a typically-circular portion of the map and would unlock objectives, visiting a Sheikah Tower fills in the borders of an entire region, and does ''not'' add objectives to the map. Instead, the player has to manually scout out where shrines and other points of interest are, putting more emphasis on exploration, rather than ticking off a checklist of objectives. Since they are WarpWhistle destinations, they also double as convenient high points for Link to use his paraglider. In addition, ''reaching'' those these towers is often a challenge by itself, as various obstacles (such as being covered in Malice, being Malice or thorny vines, heavily guarded or located in a BottomlessPit) make each tower a puzzle to solve.
* ''VideoGame/MiddleEarthShadowOfMordor'' and its sequel ''[[VideoGame/MiddleEarthShadowOfWar Shadow of War]]'' used use ''Barad-Silme'' or "forge towers" to reveal the map, reveal collectibles, and function as respawn and quicktravel locations.



* ''Videogame/StateOfDecay'' uses the same "manual scout" feature as ''Breath of the Wild'' well [[OlderThanTheyThink years before its release]]. It was however optional except for the tutorial, as both the minimap and full map will automatically reveal points of interest.

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* ''Videogame/StateOfDecay'' ''VideoGame/StateOfDecay'' uses the same "manual scout" feature as ''Breath of the Wild'' well [[OlderThanTheyThink years before its release]]. It was It's however optional except for the tutorial, as both the minimap and full map will automatically reveal points of interest.
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Added Halo Infinite as an example

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* ''VideoGame/HaloInfinite'' plays this completely straight, except the FOB's are low to the ground. They also double as bases where you can call in vehicles and weapons and gather marines.

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** In ''Videogame/ImmortalsFenyxRising'' clearing out the fog from the map requires you to climb massive statues of the Gods, though finding collectibles can done with the Farsight ability which can be used anywhere.

Added: 273

Changed: 169

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None


* ''VideoGame/GenshinImpact'' has "Statues of the Seven," which reveal more of the map, act as fast travel points, ''and'' heal the party if you ask them nicely. The heal function can be toggled so merely teleporting to a statue heals your characters. Ordinary "teleport waypoints" merely do fast travel. Both can be seen on unrevealed areas of the map, but only activate when visited in person.

to:

* ''VideoGame/GenshinImpact'' has "Statues of the Seven," which reveal more of the map, act as fast travel points, ''and'' heal the party if you ask them nicely. The heal function can be toggled so merely teleporting to a statue heals your characters. Ordinary "teleport waypoints" merely do fast travel. Both can be seen on unrevealed areas of the map, but only activate when visited in person. Unlike most other examples however, it doesn't need (or made) to be climbed on, though a few Statues are located high up in places that can only be reached by climbing.


Added DiffLines:

* ''Videogame/StateOfDecay'' uses the same "manual scout" feature as ''Breath of the Wild'' well [[OlderThanTheyThink years before its release]]. It was however optional except for the tutorial, as both the minimap and full map will automatically reveal points of interest.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/GenshinImpact'' has "Statues of the Seven," which reveal more of the map, act as fast travel points, ''and'' heal the party if you ask them nicely. Ordinary "teleport waypoints" merely do fast travel. Both can be seen on unrevealed areas of the map, but only activate when visited in person.

to:

* ''VideoGame/GenshinImpact'' has "Statues of the Seven," which reveal more of the map, act as fast travel points, ''and'' heal the party if you ask them nicely. The heal function can be toggled so merely teleporting to a statue heals your characters. Ordinary "teleport waypoints" merely do fast travel. Both can be seen on unrevealed areas of the map, but only activate when visited in person.
Is there an issue? Send a MessageReason:
None


** In ''VideoGame/FarCry'''s [[VideoGame/FarCry3 third]] and [[VideoGame/FarCry4 fourth]] installments, these are known as "radio" and "bell" towers respectively. Both reveal more of the map, liberate weapons in the area, and reveal more objectives.

to:

** In ''VideoGame/FarCry'''s ''Franchise/FarCry'''s [[VideoGame/FarCry3 third]] and [[VideoGame/FarCry4 fourth]] installments, these are known as "radio" and "bell" towers respectively. Both reveal more of the map, liberate weapons in the area, and reveal more objectives.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/GenshinImpact'' has "Statues of the Seven," which reveal more of the map, act as fast travel points, ''and'' heal the party if you ask them nicely. Ordinary "teleport waypoints" merely do fast travel. Both can be seen on unrevealed areas of the map, but only activate when visited in person.
Is there an issue? Send a MessageReason:
None


Due to the non-linear nature of open-world video games, developers will often create certain in-game limitations in order to gate player progress. The most common version of this is the "Ubisoft Tower," a location on that map that when cleared, will unveil large portions of the map. This is a two-part feature: on one hand, this creates an easy template for challenging the player, as the developers can re-use the location multiple times but in different variations in order to create new content, and to center the interesting content of the game world around the tower so players are gravitated towards them.

to:

Due to the non-linear nature of open-world video games, developers will often create certain in-game limitations in order to gate player progress. The most common version of this is the "Ubisoft Tower," a location on that map that that, when cleared, will unveil large portions of the map. This is a two-part feature: on one hand, this creates an easy template for challenging the player, as the developers can re-use the location multiple times but in different variations in order to create new content, and to center the interesting content of the game world around the tower so players are gravitated towards them.



* ''VideoGame/SpiderManPS4'' has Radio Towers Spider-Man needs to find and hack, which reveal all objectives in their vicinity and allow Spider-Man to respond to crimes in progress. This being a Spider-Man game, there's not that much climbing involved since you'll be web-slinging at rooftop levels to begin with.

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* ''VideoGame/SpiderManPS4'' has Radio Towers Spider-Man needs to find and hack, which reveal all objectives in their vicinity and allow Spider-Man to respond to crimes in progress. This being a Spider-Man game, there's not that much climbing involved since you'll be web-slinging at rooftop levels to begin with.with.
----
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Examples are in present tense. Can't believe I missed that the first time.


* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' implemented Nintendo's own version of these towers, the "Sheikah Towers", which required Link to climb them and insert his Sheikah Slate. Unlike Ubisoft, in which visiting these points would reveal a typically-circular portion of the map and would unlock objectives, visiting these towers would fill in the borders of an entire region, and would ''not'' add objectives to the map. Instead, the player had to manually scout out where shrines and other points of interest were, putting more emphasis on exploration, rather than ticking off a checklist of objectives. Since they are WarpWhistle destinations, they also double as convenient high points for Link to use his paraglider. In addition, ''reaching'' those towers is often a challenge by itself, as various obstacles (such as being covered in Malice, being heavily guarded or located in a BottomlessPit) make each tower a puzzle to solve.

to:

* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' implemented implements Nintendo's own version of these towers, the "Sheikah Towers", which required require Link to climb them and insert his Sheikah Slate. Unlike Ubisoft, in which visiting these points would reveal a typically-circular portion of the map and would unlock objectives, visiting these towers would fill a Sheikah Tower fills in the borders of an entire region, and would does ''not'' add objectives to the map. Instead, the player had has to manually scout out where shrines and other points of interest were, are, putting more emphasis on exploration, rather than ticking off a checklist of objectives. Since they are WarpWhistle destinations, they also double as convenient high points for Link to use his paraglider. In addition, ''reaching'' those towers is often a challenge by itself, as various obstacles (such as being covered in Malice, being heavily guarded or located in a BottomlessPit) make each tower a puzzle to solve.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' implemented Nintendo's own version of these towers, the "Sheikah Towers", which required Link to climb them and insert his Sheikah Slate. Unlike Ubisoft, in which visiting these points would reveal a typically-circular portion of the map and would unlock objectives, visiting these towers would fill in the borders of an entire region, and would ''not'' add objectives to the map. Instead, the player had to manually scout out where shrines and other points of interest were, putting more emphasis on exploration, rather than ticking off a checklist of objectives. Since they are WarpWhistle destinations, they also double as convenient high points for Link to use his paraglider.

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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' implemented Nintendo's own version of these towers, the "Sheikah Towers", which required Link to climb them and insert his Sheikah Slate. Unlike Ubisoft, in which visiting these points would reveal a typically-circular portion of the map and would unlock objectives, visiting these towers would fill in the borders of an entire region, and would ''not'' add objectives to the map. Instead, the player had to manually scout out where shrines and other points of interest were, putting more emphasis on exploration, rather than ticking off a checklist of objectives. Since they are WarpWhistle destinations, they also double as convenient high points for Link to use his paraglider. In addition, ''reaching'' those towers is often a challenge by itself, as various obstacles (such as being covered in Malice, being heavily guarded or located in a BottomlessPit) make each tower a puzzle to solve.
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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' implemented Nintendo's own version of these towers, the "Sheikah Towers", which required Link to climb them and insert his Sheikah Slate. Unlike Ubisoft, in which visiting these points would reveal a typically-circular portion of the map and would unlock objectives, visiting these towers would fill in the borders of an entire region, and would ''not'' add objectives to the map. Instead, the player had to manually scout out where shrines and other points of interest were, putting more emphasis on exploration, rather than ticking off a checklist of objectives. They also double as convenient high points for Link to use his paraglider.

to:

* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' implemented Nintendo's own version of these towers, the "Sheikah Towers", which required Link to climb them and insert his Sheikah Slate. Unlike Ubisoft, in which visiting these points would reveal a typically-circular portion of the map and would unlock objectives, visiting these towers would fill in the borders of an entire region, and would ''not'' add objectives to the map. Instead, the player had to manually scout out where shrines and other points of interest were, putting more emphasis on exploration, rather than ticking off a checklist of objectives. They Since they are WarpWhistle destinations, they also double as convenient high points for Link to use his paraglider.

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TITLE CROWNER [[https://tvtropes.org/pmwiki/crowner.php/AlternativeTitles/UbisoftTowers?open=all#t02cqyk9 HERE]]. (for real this time)

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[[quoteright:350:[[Franchise/AssassinsCreed https://static.tvtropes.org/pmwiki/pub/images/ubitower_6.jpg]]]]
[[caption-width-right:350:[[ICanSeeMyHouseFromHere "I can see my house from up here!"]]]]

TITLE CROWNER [[https://tvtropes.org/pmwiki/crowner.php/AlternativeTitles/UbisoftTowers?open=all#t02cqyk9 HERE]]. (for real this time)

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Due to the non-linear nature of open-world video games, developers will often create certain in-game limitations in order to gate player progress. The most common version of this is the "Ubisoft Tower," a location on that map that when cleared, will unveil large portions of the map. This is a two-part feature: on one hand, this creates an easy template for challenging the player, as the developers can re-use the location multiple times but in different variations in order to create new content, and to center the interesting content of the game world around the tower so players are gravitated towards them.

Visiting these towers typically does two things. First, it reveals a large section of the in-game map for the player to see, often revealing objectives, side-quests, and other such activities for the player to engage in, in such a way that doesn't overwhelm them by giving them the entire map's worth at once. Second, it typically provides a WarpWhistle location for players to come back to, allowing them to seek out the different objectives, clear them, and then return to find another.

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!!Examples of this trope include:

[[AC: Creator/{{Ubisoft}}]]
* Ubisoft both [[TropeMaker made]] and [[TropeCodifier codified]] the trope, as almost all of their game series include these, hence their nickname "Ubisoft Towers".
** They first came to prominence in the ''Franchise/AssassinsCreed'' series, where they are named "Viewpoints", and when climbed by Altair, Ezio, and other player-characters, they would reveal sections of the map and allowed them to track objectives. A Viewpoint from [[VideoGame/AssassinsCreedI the first game]] is pictured above.
*** ''VideoGame/AssassinsCreedBrotherhood'' added onto this with "Borgia Towers", which had to be destroyed before Ezio could pay to open shops in the area.
*** ''VideoGame/AssassinsCreedIVBlackFlag'' featured viewpoints, but also featured naval strongholds, which had to be conquered by Edward Kenway in order to reveal portions of the ocean map to reveal locations and collectibles when using the ''Jackdaw.''
*** In ''[[VideoGame/AssassinsCreedUnity Unity]]'' and ''[[VideoGame/AssassinsCreedSyndicate Syndicate]]'', Synchronisation reveals various opportunities and details and the environment that you can use to execute your mission (such as "you can steal the keys from that nurse" or "you can rescue these guys to create a distraction").
*** In ''[[VideoGame/AssassinsCreedOrigins Origins]]'' and ''[[VideoGame/AssassinsCreedOdyssey Odyssey]]'', the Synchronization points are also used for fast-travelling, making traversing the massive open worlds much easier.
** In ''VideoGame/FarCry'''s [[VideoGame/FarCry3 third]] and [[VideoGame/FarCry4 fourth]] installments, these are known as "radio" and "bell" towers respectively. Both reveal more of the map, liberate weapons in the area, and reveal more objectives.
*** Lampshaded but ultimately averted in ''VideoGame/FarCry5''. An early mission has the player climb a tower to activate an antenna as part of a story mission, with Dutch joking how the player must think he'll have them do that all over the county - in clear reference to the notorious presence of this being a regular mechanic in other Ubisoft games, but this game in fact has no such mechanic.
** ''VideoGame/WatchDogs'' used CTOS towers to reveal collectibles and the map.

[[AC: Non-Ubisoft examples]]
* ''VideoGame/BatmanArkhamOrigins'' has jammed transmission towers Batman needs to hack in order to unlock fast travel.
* ''VideoGame/HorizonZeroDawn'' has the Tallnecks. Large robotic dinosaurs with Saucer-shaped heads who gather telemetry from all the other robotic wildlife. They patrol around ruins, and the player has to climb the ruins they circle, then jump onto the passing Tallneck to then scale its titular neck to the saucer section and thus get map information. They are basically a (slightly) mobile version of this trope.
* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' implemented Nintendo's own version of these towers, the "Sheikah Towers", which required Link to climb them and insert his Sheikah Slate. Unlike Ubisoft, in which visiting these points would reveal a typically-circular portion of the map and would unlock objectives, visiting these towers would fill in the borders of an entire region, and would ''not'' add objectives to the map. Instead, the player had to manually scout out where shrines and other points of interest were, putting more emphasis on exploration, rather than ticking off a checklist of objectives. They also double as convenient high points for Link to use his paraglider.
* ''VideoGame/MiddleEarthShadowOfMordor'' and its sequel ''[[VideoGame/MiddleEarthShadowOfWar Shadow of War]]'' used ''Barad-Silme'' or "forge towers" to reveal the map, reveal collectibles, and function as respawn and quicktravel locations.
* ''VideoGame/SpiderManPS4'' has Radio Towers Spider-Man needs to find and hack, which reveal all objectives in their vicinity and allow Spider-Man to respond to crimes in progress. This being a Spider-Man game, there's not that much climbing involved since you'll be web-slinging at rooftop levels to begin with.

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