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* ''Videogame/{{Minecraft}}'': Commonly invoked by players, who build dirt towers to mark locations. The game itself mostly prefers the use of compasses and maps to find your way around. At least until the endgame, when you can craft a useful beacon that emits a PillarOfLight. This beacon is also nigh-guaranteed to be placed somewhere of importance, to take advantage of the various StatusBuff it grants the player.

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* ''Videogame/{{Minecraft}}'': Commonly invoked by players, who build dirt towers to mark locations. The game itself mostly prefers the use of compasses and maps to find your way around. At least until the endgame, when you can craft a useful beacon that emits a PillarOfLight. PillarOfLight beacon. This beacon is also nigh-guaranteed to be placed somewhere of importance, to take advantage of the various StatusBuff it grants the player.player's in it's radius.
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* ''Videogame/{{Minecraft}}'': Invoked by players who build dirt towers to mark locations. The game itself mostly prefers the use of compasses and maps (tethered to beds) to find your way around. At least until the endgame, when you can craft a useful beacon that emits a PillarOfLight. This beacon is nigh-guaranteed to be placed somewhere of importance, to take advantage of the various StatusBuff it grants the player.

to:

* ''Videogame/{{Minecraft}}'': Invoked Commonly invoked by players players, who build dirt towers to mark locations. The game itself mostly prefers the use of compasses and maps (tethered to beds) to find your way around. At least until the endgame, when you can craft a useful beacon that emits a PillarOfLight. This beacon is also nigh-guaranteed to be placed somewhere of importance, to take advantage of the various StatusBuff it grants the player.
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* ''Videogame/{{Minecraft}}'': Can be invoked early on by building a dirt tower to mark locations. The game itself mostly prefers the use of compasses and maps to find your way around, but the late game StatusBuff beacon also functions as a navigational beacon.

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* ''Videogame/{{Minecraft}}'': Can be invoked early on Invoked by building a players who build dirt tower towers to mark locations. The game itself mostly prefers the use of compasses and maps (tethered to beds) to find your way around, but around. At least until the late game endgame, when you can craft a useful beacon that emits a PillarOfLight. This beacon is nigh-guaranteed to be placed somewhere of importance, to take advantage of the various StatusBuff beacon also functions as a navigational beacon. it grants the player.
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* ''Videogame/{{Minecraft}}'': The game mostly prefers the use of compasses and maps to find your way around, but the late game StatusBuff beacon can also be used by the player as a navigational beacon. Can be invoked early on by building a dirt tower to mark locations.

to:

* ''Videogame/{{Minecraft}}'': Can be invoked early on by building a dirt tower to mark locations. The game itself mostly prefers the use of compasses and maps to find your way around, but the late game StatusBuff beacon can also be used by the player functions as a navigational beacon. Can be invoked early on by building a dirt tower to mark locations.
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* ''Videogame/{{Minecraft}}'': Invoked by players who built dirt towers to mark the location of their base. The game mostly prefers the use of compasses and maps to find your way around, but the late game StatusBuff beacon can also be used by the player as a navigational beacon.

to:

* ''Videogame/{{Minecraft}}'': Invoked by players who built dirt towers to mark the location of their base. The game mostly prefers the use of compasses and maps to find your way around, but the late game StatusBuff beacon can also be used by the player as a navigational beacon.beacon. Can be invoked early on by building a dirt tower to mark locations.

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* ''VideoGame/LilGatorGame'': There is no in-game map, but the four plot-sensitive locations are each near a tall landmark (hill, tree, windmill)...

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* ''VideoGame/LilGatorGame'': There is no in-game map, but the four plot-sensitive locations are each near a tall landmark (hill, tree, windmill)...windmill).
* ''Videogame/{{Minecraft}}'': Invoked by players who built dirt towers to mark the location of their base. The game mostly prefers the use of compasses and maps to find your way around, but the late game StatusBuff beacon can also be used by the player as a navigational beacon.
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* ''VideoGame/{{Journey}}'': Exaggerated. In the game's opening, you awaken in an endless desert landscape with ''nothing'' but a solitary mountain in the distance, which becomes your unstated goal to reach.

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* ''VideoGame/{{Journey}}'': Exaggerated. In the game's opening, you awaken in an endless desert landscape with ''nothing'' but a solitary mountain in the distance, which becomes your unstated [[InstructiveLevelDesign unstated]] goal to reach.
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** The game map has surprisingly few traditional examples, only adding about one or two per nation. This includes Dragonspine's [[SlippySlideyIceWorld icy peak]], Seirai Island's [[PerpetualStorm central storm nexus]], Enkanomiya's [[FantasticLightSource artificial sun]], and [[PyramidPower The Mausoleum of King Deshret]]. Wangshu Inn is a minor example, only notable for being placed across the map to entice the player to venture in the direction Liyue harbor.

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** The game map has surprisingly few traditional examples, only adding about one or two per nation. This includes Dragonspine's [[SlippySlideyIceWorld icy peak]], Seirai Island's [[PerpetualStorm central storm nexus]], Enkanomiya's [[FantasticLightSource artificial sun]], and [[PyramidPower The Mausoleum of King Deshret]]. Wangshu Inn is a minor example, only notable for being placed across a flat portion of the map to entice the player to venture in the direction of Liyue harbor.Harbor.
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Landmarks can also function as omnipresent MeaningfulBackgroundEvent, meant to foreshadow an endgame location. In this case, they tend to be initially inaccessible (or impossibly far away) and may exist moreso to taunt the players' curiosity about how their adventure may eventually lead there.

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Landmarks can also function as omnipresent MeaningfulBackgroundEvent, [[MeaningfulBackgroundEvent Meaningful Background Events]], meant to foreshadow an important endgame location. locations. In this case, they tend to be initially inaccessible (or impossibly far away) and may exist moreso to taunt the players' curiosity about how their adventure may eventually lead there.
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In video games, this operates as InstructiveLevelDesign, since players will naturally want to head towards large structures, even without knowing what they are, which can sidestep the need to FollowThePlottedLine. Developers will sometimes subtly drill this into the player's mind using a VideoGameVista to force the camera's attention on the landmark.

to:

In video games, this operates as InstructiveLevelDesign, since players will naturally want to head towards large structures, even without knowing what they are, which can sidestep sidesteps the need to FollowThePlottedLine. Developers will sometimes subtly drill this into the player's mind using a VideoGameVista to force the camera's attention on the landmark.
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'''Note: It is not enough to be a large structure, its function (either for the audience or for the characters) has to be its wide navigational visibility.'''

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'''Note: It is not enough to be a large structure, its function (either for the audience or for the characters) has to be its the practicality of it's wide navigational visibility.'''
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Landmarks may also be an omnipresent MeaningfulBackgroundEvent meant to foreshadow an important future destination. In this case, they tend to be initially inaccessible (or impossibly far away) and may exist moreso to taunt the players' curiosity about how their adventure may eventually lead to these endgame locations.

to:

Landmarks may can also be an function as omnipresent MeaningfulBackgroundEvent MeaningfulBackgroundEvent, meant to foreshadow an important future destination. endgame location. In this case, they tend to be initially inaccessible (or impossibly far away) and may exist moreso to taunt the players' curiosity about how their adventure may eventually lead to these endgame locations.
there.
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In video games, this operates as InstructiveLevelDesign, since players will naturally want to head towards large structures without needing to FollowThePlottedLine. Developers will sometimes subtly drill this into the player's mind using a VideoGameVista to force the camera's attention on the landmark.

to:

In video games, this operates as InstructiveLevelDesign, since players will naturally want to head towards large structures structures, even without needing knowing what they are, which can sidestep the need to FollowThePlottedLine. Developers will sometimes subtly drill this into the player's mind using a VideoGameVista to force the camera's attention on the landmark.
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These make for very convenient navigational destinations as well since they can be easily spotted on the horizon by eyesight alone, removing the need for a map.

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These make for very convenient navigational destinations as well since they can be easily spotted tracked on the horizon by eyesight alone, removing the need for a map.
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These make for very convenient destinations since their direction can be identified by eyesight alone (removing the need for a map).

to:

These make for very convenient navigational destinations as well since their direction they can be identified easily spotted on the horizon by eyesight alone (removing alone, removing the need for a map).
map.
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As a destination these landmarks are especially convenient, since they can be identified on the horizon by eyesight alone (removing the need for a map).

to:

As a destination these landmarks are especially convenient, These make for very convenient destinations since they their direction can be identified on the horizon by eyesight alone (removing the need for a map).
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High visibility structures meant to help the audience (or characters) orient themselves in an open-world setting. Generally these striking reference points can be seen from anywhere within a region, so [[NoSenseOfDirection certain people]] are less likely to lose track of where they are.

to:

High visibility structures meant to help the audience (or characters) orient themselves in an open-world setting. Generally these striking reference points can be seen from anywhere within a region, so that [[NoSenseOfDirection certain people]] are less likely to lose track of where they are.
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Landmarks may foreshadow important future destinations as an omnipresent MeaningfulBackgroundEvent. In this case, they tend to be initially inaccessible (or impossibly far away) and may exist moreso to taunt the players' curiosity about how their adventure may eventually lead to these endgame locations.

to:

Landmarks may also be an omnipresent MeaningfulBackgroundEvent meant to foreshadow an important future destinations as an omnipresent MeaningfulBackgroundEvent.destination. In this case, they tend to be initially inaccessible (or impossibly far away) and may exist moreso to taunt the players' curiosity about how their adventure may eventually lead to these endgame locations.
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Larger open worlds may have multiple of these landmarks built into the landscape, to make the environment easier to comprehend and navigate visually. These could be placed at a home base, the center of the map, or a faraway goal. These landmarks might also be part of a PortalNetwork to move between regions.

to:

Larger open worlds may have multiple of these landmarks built into the landscape, landscape to make the environment easier to comprehend and navigate visually. These could be Where they are placed at can vary. They might represent a home base, the center of the map, or a faraway goal. These landmarks might also be part of a PortalNetwork to move between regions.
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In video games, this operates as InstructiveLevelDesign, since players will naturally want to head towards large structures without needing to FollowThePlottedLine. Developers will sometimes subtly drill this into the player's mind using a VideoGameVista to force the camera's sight on the landmark.

to:

In video games, this operates as InstructiveLevelDesign, since players will naturally want to head towards large structures without needing to FollowThePlottedLine. Developers will sometimes subtly drill this into the player's mind using a VideoGameVista to force the camera's sight attention on the landmark.
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High visibility structures meant to help the audience (or characters) orient themselves in an open-world setting. Generally these structures can be seen from anywhere within a region, [[NoSenseOfDirection so people are less likely to get spatially confused]] and can judge where things are relative to the landmark.

As a destination these landmarks are convenient, since they can be identified on the horizon by eyesight alone.

to:

High visibility structures meant to help the audience (or characters) orient themselves in an open-world setting. Generally these structures striking reference points can be seen from anywhere within a region, so [[NoSenseOfDirection so people certain people]] are less likely to get spatially confused]] and can judge lose track of where things are relative to the landmark.

they are.

As a destination these landmarks are especially convenient, since they can be identified on the horizon by eyesight alone.
alone (removing the need for a map).
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'''Note: It is not enough to be a large structure, its function (either for the audience or for the characters) has to be its wide visibility.'''

to:

'''Note: It is not enough to be a large structure, its function (either for the audience or for the characters) has to be its wide navigational visibility.'''
Is there an issue? Send a MessageReason:
None


Larger open worlds may have multiple of these landmarks built into the landscape, to make the environment easier to comprehend and navigate visually. These could be placed at home base, the center of the map, or a faraway goal. These landmarks might also be part of a PortalNetwork to move between regions.

to:

Larger open worlds may have multiple of these landmarks built into the landscape, to make the environment easier to comprehend and navigate visually. These could be placed at a home base, the center of the map, or a faraway goal. These landmarks might also be part of a PortalNetwork to move between regions.
Is there an issue? Send a MessageReason:
None


As a destination these landmarks are convenient, since they don't require a map and can be identified on the horizon by eyesight alone.

to:

As a destination these landmarks are convenient, since they don't require a map and can be identified on the horizon by eyesight alone.
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'''Note: It is not enough to be a large structure, its function (either for the audience or for the characters) has to be its convenient navigational visibility.'''

to:

'''Note: It is not enough to be a large structure, its function (either for the audience or for the characters) has to be its convenient navigational wide visibility.'''
Is there an issue? Send a MessageReason:
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Landmarks may be used to foreshadow important future destinations, as an omnipresent MeaningfulBackgroundEvent. In this case, they tend to be initially inaccessible (or impossibly far away) and may exist moreso to taunt the players' curiosity about how their adventure may eventually lead to these endgame locations.

to:

Landmarks may be used to foreshadow important future destinations, destinations as an omnipresent MeaningfulBackgroundEvent. In this case, they tend to be initially inaccessible (or impossibly far away) and may exist moreso to taunt the players' curiosity about how their adventure may eventually lead to these endgame locations.
Is there an issue? Send a MessageReason:
None


Landmarks may be used to foreshadow an important future destination as an omnipresent MeaningfulBackgroundEvent. In this case, they tend to be initially inaccessible (or impossibly far away) and may exist moreso to taunt the players' curiosity about how their adventure may eventually lead to these endgame locations.

to:

Landmarks may be used to foreshadow an important future destination destinations, as an omnipresent MeaningfulBackgroundEvent. In this case, they tend to be initially inaccessible (or impossibly far away) and may exist moreso to taunt the players' curiosity about how their adventure may eventually lead to these endgame locations.
Is there an issue? Send a MessageReason:
None


In video games, this operates as InstructiveLevelDesign, since players will naturally want to head towards large structures without needing to FollowThePlottedLine. Developers will sometimes subtly drill this into the player's mind using a VideoGameVista to force the camera sight on the landmark.

to:

In video games, this operates as InstructiveLevelDesign, since players will naturally want to head towards large structures without needing to FollowThePlottedLine. Developers will sometimes subtly drill this into the player's mind using a VideoGameVista to force the camera camera's sight on the landmark.
Is there an issue? Send a MessageReason:
None


In video games, this operates as InstructiveLevelDesign, since players will naturally want to head towards large structures without needing to FollowThePlottedLine, even if they know nothing about it. Developers will sometimes subtly drill this into the player's mind using a VideoGameVista to force the camera sight on the landmark.

to:

In video games, this operates as InstructiveLevelDesign, since players will naturally want to head towards large structures without needing to FollowThePlottedLine, even if they know nothing about it.FollowThePlottedLine. Developers will sometimes subtly drill this into the player's mind using a VideoGameVista to force the camera sight on the landmark.
Is there an issue? Send a MessageReason:
None


In video games, this operates as InstructiveLevelDesign, since players will naturally want to head towards large structures without needing to FollowThePlottedLine. Developers will sometimes subtly drill this into the player's mind using a VideoGameVista to force the camera sight on the landmark.

to:

In video games, this operates as InstructiveLevelDesign, since players will naturally want to head towards large structures without needing to FollowThePlottedLine.FollowThePlottedLine, even if they know nothing about it. Developers will sometimes subtly drill this into the player's mind using a VideoGameVista to force the camera sight on the landmark.

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