History Main / OverworldNotToScale

26th Sep '15 2:07:18 AM SumGai
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** Naturally fangame versions of ''VideoGame/ZeldaIITheAdventureOfLink'' [[https://www.youtube.com/watch?v=9sXjqhf83dQ retain this.]]
5th Jul '15 12:54:12 PM StarSword
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Re: Mass Effect: That applies to the first game, too.
* In ''VideoGame/MassEffect2'' and ''VideoGame/MassEffect3'', you control a planet-sized Normandy SR-2 as you go around the galaxy doing stuff.
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* In ''VideoGame/MassEffect2'' and ''VideoGame/MassEffect3'', ''Franchise/MassEffect'', you control a planet-sized Normandy SR-2 ''[[CoolStarship Normandy]]'' as you go around the galaxy doing stuff. * In ''VideoGame/StarTrekOnline'', in sector space ships are huge compared to stars and planets, planets are huge compared to their stars, and ''everything'' is huge compared to space itself (the stars ought to be pinpricks compared to each other at the distances given, and nothing else even ought to be visible). {{Justified}}: Sector space is implied to be a depiction of an actual map in your ship's stellar cartography or astrometrics lab, rather than what someone on your ship would actually see out the window as you travel. This was made a bit less severe with the revamping of sector space in Season 10.
7th May '15 6:04:35 PM delta1
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* In ''VideoGame/MassEffect2'' and ''VideoGame/MassEffect3'', you control a planet-sized Normandy SR-2 as you go around the galaxy doing stuff.
16th Dec '14 3:13:16 PM nombretomado
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Largely an {{RPG}} trope, [[TropeCodifier made famous by]] Eastern-style RPG's like ''DragonQuest'' and ''FinalFantasy'' where (especially in the days of tile-and-sprite based 2D graphics) the party character(s) were always rendered the same onscreen size, regardless of the overworld map's actual scale.
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Largely an {{RPG}} trope, [[TropeCodifier made famous by]] Eastern-style RPG's like ''DragonQuest'' and ''FinalFantasy'' ''Franchise/FinalFantasy'' where (especially in the days of tile-and-sprite based 2D graphics) the party character(s) were always rendered the same onscreen size, regardless of the overworld map's actual scale.

* ''VideoGame/{{Quest 64}}'' has what could be considered a world map, but it's built to the same scale as the rest of the game instead of being shrunken down (as in, say, ''FinalFantasyVII''). Played straight in the Game Boy port ''Quest RPG'', though.
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* ''VideoGame/{{Quest 64}}'' has what could be considered a world map, but it's built to the same scale as the rest of the game instead of being shrunken down (as in, say, ''FinalFantasyVII'').''VideoGame/FinalFantasyVII''). Played straight in the Game Boy port ''Quest RPG'', though.
28th Nov '14 5:29:52 PM Prfnoff
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* In ''VideoGame/{{Terranigma}}'', WalkingTheEarth (''the'' Earth) is made easy by the small-scale overworld, with ChokepointGeography being the only obstacle to travel.
17th Jul '14 10:51:35 AM killjoy131
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* The ''Franchise/TalesSeries'', excepting ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' which uses a PointAndClickMap instead.
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* The ''Franchise/TalesSeries'', excepting ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' and''VideoGame/TalesofXillia'', which uses use a PointAndClickMap instead.
10th May '14 5:41:17 AM PinkCelebi
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* [[ImpliedTrope Implied]] in {{Franchise/Pokemon}}, as Norman mentions that it takes him about 30 minutes to get from Petalburg to Littleroot. You can do it in a ''fraction'' of that, even if you take your time to fight some wild Pokemon along the way.
27th Mar '14 11:42:23 PM Mayhavecontrol
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Tangentially related to UnitsNotToScale, which is more of a StrategyGame trope than RPG.
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Tangentially related to UnitsNotToScale, which is more of a StrategyGame trope than RPG. RPG. See also ThrivingGhostTown.
29th Sep '13 11:00:59 AM DriftingSkies
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* In adventurer mode of ''VideoGame/DwarfFortress'' you ''can'' walk from one town to the next by walking in fully zoomed-in mode[[hottip:note:and if you want to cross a mountain range, you ''must'' do it this way]], and it will take the same amount of in-game time as walking across the fully zoomed-out map, so in this case it really is nothing more than a convenience for the player (not just in saving in real-world time, but also in navigating across long distances). When near or in a town/city the "overworld" map has a zoom-factor between the two extremes, letting you see the overall layout of the town and letting you quickly move down long streets (though you still have to shift down to the to-PC-scale map to do anything but move).
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* In adventurer mode of ''VideoGame/DwarfFortress'' you ''can'' walk from one town to the next by walking in fully zoomed-in mode[[hottip:note:and mode[[note]]and if you want to cross a mountain range, you ''must'' do it this way]], way[[/note]], and it will take the same amount of in-game time as walking across the fully zoomed-out map, so in this case it really is nothing more than a convenience for the player (not just in saving in real-world time, but also in navigating across long distances). When near or in a town/city the "overworld" map has a zoom-factor between the two extremes, letting you see the overall layout of the town and letting you quickly move down long streets (though you still have to shift down to the to-PC-scale map to do anything but move).
14th Sep '13 1:21:52 AM MyFinalEdits
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* ''VideoGame/ZeldaIITheAdventureOfLink'' was a fairly straight example, in keeping with its RPGElements: About the only purpose it served is to connect existing locations, with occasional wandering monsters to harass you.

* ''VideoGame/ZeldaIITheAdventureOfLink'' was a fairly straight example, in keeping with its RPGElements: About the only purpose it served is to connect existing locations, with occasional wandering monsters to harass you.
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