History Main / OverworldNotToScale

18th Mar '18 2:39:18 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 1981 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 1981 or 1980, respectively. Starting with Ultima VI, the series' overworlds became to scale and seamless.
18th Mar '18 2:33:48 PM Kreyghun
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Compare TheOverworld proper which is more detailed and closer to scale, and PointAndClickMap, which is abstracted even more, and you basically just click on the destination you wish to enter (and is a popular method in Western style RPG's), rather than being at liberty to wander around it freely. For even one more step in the abstract direction (popular with non-RPG games) to the point that the map is essentially cosmetic trimming, see RiskStyleMap.

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Compare TheOverworld proper which is more detailed and closer to scale, and PointAndClickMap, which is abstracted even more, and you basically just click on the destination you wish to enter (and is a popular method in Western style RPG's), rather than being at liberty to wander around it freely.enter. For even one more step in the abstract direction (popular with non-RPG games) to the point that the map is essentially cosmetic trimming, see RiskStyleMap.
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.

to:

* ''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.
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