History Main / OverworldNotToScale

30th Nov '17 4:23:41 PM Midna
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* ''VideoGame/TheLegendOfZeldaPhantomHourglass'' and ''VideoGame/TheLegendOfZeldaSpiritTracks'' use a hybrid approach; you can freely go pretty much anywhere the oceanwater (or train tracks) permit you, and there are a few things to keep you occupied (like shooting rocks or monsters) in the process, but these maps exist primarily to facilitate travel, and most actual gameplay interaction is inside each given destination.

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* ''VideoGame/TheLegendOfZeldaPhantomHourglass'' ''VideoGame/TheLegendOfZeldaPhantomHourglass'', ''VideoGame/TheLegendOfZeldaSpiritTracks'', and ''VideoGame/TheLegendOfZeldaSpiritTracks'' ''VideoGame/TheLegendOfZeldaSkywardSword'' use a hybrid approach; you can freely go pretty much anywhere the oceanwater (or train tracks) permit tracks, or sky) permits you, and there are a few things to keep you occupied (like shooting rocks or monsters) in the process, but these maps exist primarily to facilitate travel, and most actual gameplay interaction is inside each given destination.
20th Oct '17 2:52:53 PM Jacob175
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Note that despite its small scale, travelling between two very distant destinations can still take awhile (mostly due to aforementioned RandomEncounters) - one of the reasons you can look forward to getting your hands on a WarpWhistle or GlobalAirship.

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Note that despite its small scale, travelling traveling between two very distant destinations can still take awhile (mostly due to aforementioned RandomEncounters) - one of the reasons you can look forward to getting your hands on a WarpWhistle or GlobalAirship.



* The ''VideoGame/TalesSeries'', excepting ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' and''VideoGame/TalesofXillia'', which use a PointAndClickMap instead.

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* The ''VideoGame/TalesSeries'', excepting ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' and''VideoGame/TalesofXillia'', and ''VideoGame/TalesofXillia'', which use a PointAndClickMap instead.




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* ''VideoGame/{{Lunarosse}}'' has its world map as such. It's mostly notable if you pay attention to how long ocean voyages are supposed to take once you get your ship. A ride to the nearest continent from your island base is supposedly an hour and a trip between two continents is indicated to take a day, yet you can accomplish both within seconds if you know where you're going.
* The maps of ''VideoGame/RakenzarnTales'' work like this. The day/night cycle does help create the illusion that the distance is bigger than it seems, but you're still plodding through the regions at a fairly fast rate.
4th Oct '17 5:47:16 AM Cintari
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* ''VideoGame/ChronoTrigger'' has the world map loop at the edges, giving the impression that what you see is the ''entire world'' (and [[WorldShapes shaped like a donut]]).

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* ''VideoGame/ChronoTrigger'' has the world map loop at the edges, giving the impression that what you see is the ''entire world'' (and [[WorldShapes [[VideoGameGeography shaped like a donut]]).
4th Sep '17 10:46:02 AM HalcyonDayz
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* The ''Franchise/FinalFantasy'' series has used one in most of its games, the first nine in particular. The aversions come from ''VideoGame/FinalFantasyX'' (and its sequel), which don't have one - your GlobalAirship travels by PointAndClickMap. ''VideoGame/FinalFantasyXI'' and ''VideoGame/FinalFantasyXII'' don't have any either. The latter game does have distinct world map areas, almost completely bereft of friendly [=NPCs=] and littered with monsters to keep you entertained. However, these are entirely to scale. One quickly comes to appreciate the numerous fast-travel options provided when the sidequesting begins in earnest.

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* The ''Franchise/FinalFantasy'' series has used one in most of its games, the first nine in particular. The aversions come from ''VideoGame/FinalFantasyX'' (and its sequel), which don't have one - your GlobalAirship travels by PointAndClickMap. ''VideoGame/FinalFantasyXI'' and ''VideoGame/FinalFantasyXII'' don't have any either. The latter game does have distinct world map areas, almost completely bereft of friendly [=NPCs=] {{Non Player Character}}s and littered with monsters to keep you entertained. However, these are entirely to scale. One quickly comes to appreciate the numerous fast-travel options provided when the sidequesting begins in earnest.



* [[ImpliedTrope Implied]] in the {{Franchise/Pokemon}} games, as NPCs will occasionally mention how long it takes to go from place to place, or note how far away the player character's hometown is. For example, Norman mentions that it takes him about 30 minutes to get from his gym in Petalburg to his home in Littleroot in the Hoenn games. You can run that distance in about thirty seconds, if you don't take your time to fight some wild Pokémon along the way. (And that's to say nothing of the anime, where it can take ''weeks'' to travel from town to town.)

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* [[ImpliedTrope Implied]] in the {{Franchise/Pokemon}} games, as NPCs {{Non Player Character}}s will occasionally mention how long it takes to go from place to place, or note how far away the player character's hometown is. For example, Norman mentions that it takes him about 30 minutes to get from his gym in Petalburg to his home in Littleroot in the Hoenn games. You can run that distance in about thirty seconds, if you don't take your time to fight some wild Pokémon along the way. (And that's to say nothing of the anime, where it can take ''weeks'' to travel from town to town.)
31st Jul '17 4:07:25 PM Kreyghun
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* ''VideoGame/UltimaI'' or ''VideoGame/{{Akalabeth}}'' (depending on how you figure things; Akalabeth is pretty abstract in how it handles the world map) is probably the TropeMaker here, unless somebody can come up with something that predates 1982 or 1980, respectively.

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* ''VideoGame/UltimaI'' or ''VideoGame/{{Akalabeth}}'' (depending on how you figure things; Akalabeth is pretty abstract in how it handles the world map) is probably the TropeMaker here, unless somebody can come up with something that predates 1982 1981 or 1980, respectively.
31st Jul '17 6:09:02 AM CosmicFerret
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Largely an {{RPG}} trope, [[TropeCodifier made famous by]] Eastern-style RPG's like ''DragonQuest'' and ''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.

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Largely an {{RPG}} trope, [[TropeCodifier made famous by]] Eastern-style RPG's like ''DragonQuest'' ''VideoGame/DragonQuest'' and ''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.



* ''Franchise/DragonQuest'' is the Japanese TropeCodifier, using some variation of it in almost every game to the series. Averted with ''Dragon Quest VIII'', whose world map is drawn to roughly the same scale as the areas inside it. You can still explore pretty much anything you can access on foot, and you do have a WarpWhistle (the "Zoom" spell) at your disposal from early in the game.

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* ''Franchise/DragonQuest'' ''VideoGame/DragonQuest'' is the Japanese TropeCodifier, using some variation of it in almost every game to the series. Averted with ''Dragon Quest VIII'', whose world map is drawn to roughly the same scale as the areas inside it. You can still explore pretty much anything you can access on foot, and you do have a WarpWhistle (the "Zoom" spell) at your disposal from early in the game.
28th Jul '17 9:20:55 PM SpaceDrake
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* The [[VideoGame/KisekiSeries Legend of Heroes "Trails" series]] uses an interesting variation: it avoids making the entire ''world'' seem too small by limiting its various game sub-series to typically single countries or parts of countries, like the Liberl Kingdom, the Crossbell Free State, etc. and making the "overworld" seem more conventionally walkable, with multiple zone maps between towns. However, the zone maps themselves are still not quite to scale; as one example, the first trip the Crossbell hero team takes out of the city is a walk that will take about 10-15 minutes of playtime, while the narrative treats it as if it was a multi-hour hike that leaves two team members - a former dilettante and a computer science nerd - completely exhausted, and even the other two fairly winded.
10th Jun '17 9:16:45 AM nombretomado
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* Averted in ''VideoGame/TheLegendOfZeldaTheWindWaker'': The ocean ''is'' depicted at the same scale as the islands occupying it, leading to long sequences of sailing across blue waves from point A to B with nothing but the occasional monster harassing you (or ocean storm) to break up the voyage with. The WiiU remake makes travel faster, though.

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* Averted in ''VideoGame/TheLegendOfZeldaTheWindWaker'': The ocean ''is'' depicted at the same scale as the islands occupying it, leading to long sequences of sailing across blue waves from point A to B with nothing but the occasional monster harassing you (or ocean storm) to break up the voyage with. The WiiU UsefulNotes/WiiU remake makes travel faster, though.
23rd Apr '17 5:23:14 PM nombretomado
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* The ''Franchise/TalesSeries'', excepting ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' and''VideoGame/TalesofXillia'', which use a PointAndClickMap instead.

to:

* The ''Franchise/TalesSeries'', ''VideoGame/TalesSeries'', excepting ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' and''VideoGame/TalesofXillia'', which use a PointAndClickMap instead.
14th Apr '17 12:23:43 PM Midna
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* ''VideoGame/UltimaI'' or ''VideoGame/{{Akalabeth}}'' (depending on how you figure things; Akalabeth was pretty abstract in how it handled the world map) is probably the TropeMaker here, unless somebody can come up with something that predates 1982 or 1980, respectively.
* ''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.

to:

* ''VideoGame/UltimaI'' or ''VideoGame/{{Akalabeth}}'' (depending on how you figure things; Akalabeth was is pretty abstract in how it handled handles the world map) is probably the TropeMaker here, unless somebody can come up with something that predates 1982 or 1980, respectively.
* ''VideoGame/ZeldaIITheAdventureOfLink'' was is a fairly straight example, in keeping with its RPGElements: About the only purpose it served serves is to connect existing locations, with occasional wandering monsters to harass you.



* ''VideoGame/TheLegendOfZeldaPhantomHourglass'' and ''VideoGame/TheLegendOfZeldaSpiritTracks'' used a hybrid approach; you can freely sail pretty much anywhere the oceanwater (or train tracks) permit you, and there are a few things to keep you occupied (like shooting rocks or monsters) in the process, but these maps exist primarily to facilitate travel, and most actual gameplay interaction was inside each given destination.
* Averted in ''VideoGame/TheLegendOfZeldaTheWindWaker'': The ocean ''was'' depicted at the same scale as the islands occupying it, leading to long sequences of sailing across blue waves from point A to B with nothing but the occasional monster harassing you (or ocean storm) to break up the voyage with. The WiiU remake makes travel faster, though.

to:

* ''VideoGame/TheLegendOfZeldaPhantomHourglass'' and ''VideoGame/TheLegendOfZeldaSpiritTracks'' used use a hybrid approach; you can freely sail go pretty much anywhere the oceanwater (or train tracks) permit you, and there are a few things to keep you occupied (like shooting rocks or monsters) in the process, but these maps exist primarily to facilitate travel, and most actual gameplay interaction was is inside each given destination.
* Averted in ''VideoGame/TheLegendOfZeldaTheWindWaker'': The ocean ''was'' ''is'' depicted at the same scale as the islands occupying it, leading to long sequences of sailing across blue waves from point A to B with nothing but the occasional monster harassing you (or ocean storm) to break up the voyage with. The WiiU remake makes travel faster, though.



* The ''Franchise/FinalFantasy'' series has used one in most of its games, the first nine in particular. The aversions come from ''VideoGame/FinalFantasyX'' (and its sequel) which don't have one - your GlobalAirship travels by PointAndClickMap. ''VideoGame/FinalFantasyXI'' and ''VideoGame/FinalFantasyXII'' don't have any either. The latter game does have distinct world map areas, almost completely bereft of friendly [=NPCs=] and littered with monsters to keep you entertained. However, these are entirely to scale. One quickly comes to appreciate the numerous fast-travel options provided when the sidequesting begins in earnest.

to:

* The ''Franchise/FinalFantasy'' series has used one in most of its games, the first nine in particular. The aversions come from ''VideoGame/FinalFantasyX'' (and its sequel) sequel), which don't have one - your GlobalAirship travels by PointAndClickMap. ''VideoGame/FinalFantasyXI'' and ''VideoGame/FinalFantasyXII'' don't have any either. The latter game does have distinct world map areas, almost completely bereft of friendly [=NPCs=] and littered with monsters to keep you entertained. However, these are entirely to scale. One quickly comes to appreciate the numerous fast-travel options provided when the sidequesting begins in earnest.



* ''VideoGame/SkiesOfArcadia'' had you literally fly around the overworld in whatever airship you had at the time. It was the only time you could save freely, the world itself was scaled down to fit, and it was actually notoriously bad about the high random encounter rate, which the Gamecube port fixed a bit.

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* ''VideoGame/SkiesOfArcadia'' had has you literally fly around the overworld in whatever airship you had have at the time. It was It's the only time you could can save freely, the world itself was is scaled down to fit, and it was it's actually notoriously bad about the high random encounter rate, which the Gamecube port fixed a bit.



* ''VideoGame/GoldenSun'' also features it: the first game only takes place on one-and-a-half continent with no other means of transportation than your feet, but the second lets you visit the entire [[FloatingContinent flat world]] (apart from the parts available in the first): after a while, you gain a CoolBoat, then [[GlobalAirship wings to put on your boat]], then a [[TeleportationTropes Teleport Psynergy]] in the VeryDefinitelyFinalDungeon.
* ''VideoGame/NeverwinterNights2'' got an overworld of this type in its second expansion ''Storm of Zehir''. Random encounters and the party were modeled very much out of scale with the map and the locations, though at the start of an encounter the action would shift to a smaller map of correct scale.

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* ''VideoGame/GoldenSun'' also features it: the first game only takes place on one-and-a-half continent with no other means of transportation than your feet, but the second lets you visit the entire [[FloatingContinent flat world]] (apart (aside from the parts available in the first): after a while, you gain a CoolBoat, then [[GlobalAirship wings to put on your boat]], then a [[TeleportationTropes Teleport Psynergy]] in the VeryDefinitelyFinalDungeon.
* ''VideoGame/NeverwinterNights2'' got an overworld of this type in its second expansion ''Storm of Zehir''. Random encounters and the party were are modeled very much out of scale with the map and the locations, though at the start of an encounter the action would shift shifts to a smaller map of correct scale.



* In adventurer mode of ''VideoGame/DwarfFortress'' you ''can'' walk from one town to the next by walking in fully zoomed-in mode[[note]]and if you want to cross a mountain range, you ''must'' do it this 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).
** Also different than normal is the fact that encounters aren't really random. The game keeps track of what populations of creatures live in what regions, and uses that information to determine what (if anything) ambushes you. And it keeps track of what you kill, so you can depopulate a local region of creatures (or even the whole world, if you put enough effort into it).

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* In adventurer mode of ''VideoGame/DwarfFortress'' ''VideoGame/DwarfFortress'', you ''can'' walk from one town to the next by walking in fully zoomed-in mode[[note]]and if you want to cross a mountain range, you ''must'' do it this 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 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).
** Also different than normal is the fact that encounters aren't really random. The game keeps track of what populations of creatures live in what regions, and uses that information to determine what (if anything) ambushes you. And it It also keeps track of what you kill, so you can depopulate a local region of creatures (or even the whole world, if you put enough effort into it).



* 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.

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* In ''VideoGame/StarTrekOnline'', ships are huge 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.
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