History Main / SlidingScaleOfVideoGameWorldSizeAndScale

14th Feb '18 8:25:25 AM BeerBaron
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* ''VideoGame/TheElderScrollsArena'' took this to an extreme. While later ones still technically do this, they dial it down a bit. ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', for example, has a smaller, more intimate world than previous games in the series, with towns that have only a dozen or so buildings, and a walking distance between locations that takes ~10 minutes to go from one to another, making it more an example of '''real-time, small scale world'''. However, there's still a large amount of ground to cover, a great many cities, towns and outposts, and every single building can be entered. The world is very large, but definitely nowhere near to scale.

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* ''VideoGame/TheElderScrollsArena'' took ''Franchise/TheElderScrolls''
** ''[[VideoGame/TheElderScrollsArena Arena]]'' and ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' take
this UpToEleven. They possess some of the largest game-worlds in gaming, with ''Daggerfall'' in particular having a playable space stated to an extreme. While later ones be the size of Great Britain. Due to this size, however, virtually all content that isn't related to games' main quests is [[RandomlyGeneratedLevels Randomly]] and/or [[ProceduralGeneration Procedurally Generated]], meaning it gets repetitive rather quickly.
** Along with marking the series' [[VideoGame3DLeap 3D Leap]], ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' drastically scales down the size of the game world (to a "mere" nine square miles, less than .01% of ''Daggerfall'') while
still technically do this, they dial it down a bit. being far larger than most video game settings. The entire world is hand-built and is specifically constructed to still invoke awe at its size and scale, while increasing content ''density'' many times over.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' and
''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', for Skyrim]]'' follow ''Morrowind''[='s=] formula, while upping the size of the game world a bit in each case. To compensate, some portions are once again randomly generated, while others (like non-quest dungeons) were procedurally generated during development. For a specific example, ''Skyrim'' has a smaller, more intimate world than previous games in the series, with towns that have only a dozen or so buildings, and a walking distance between locations that takes ~10 minutes to go from one to another, making it more an example of '''real-time, small scale world'''. However, there's still a large amount of ground to cover, a great many cities, towns and outposts, and every single building can be entered. The world is very large, but definitely nowhere near to scale.
22nd Oct '17 12:48:47 PM Malady
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[[AC:Real-time, small scale world]]

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[[AC:Real-time, [[foldercontrol]]

[[folder: Real-time,
small scale world]]world ]]



[[AC:Visit parts of map]]

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[[AC:Visit [[/folder]]

[[folder: Visit
parts of map]]map ]]



[[AC:Symbolic representation]]

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[[AC:Symbolic representation]][[/folder]]

[[folder: Symbolic representation ]]



[[AC:Realistic scale, most of world in background]]

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[[AC:Realistic [[/folder]]

[[folder: Realistic
scale, most of world in background]]background ]]



[[AC:Realistic scale, locked doors everywhere]]

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[[AC:Realistic [[/folder]]

[[folder: Realistic
scale, locked doors everywhere]]everywhere ]]



[[AC:Realistic scale, tons of buildings enterable]]

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[[AC:Realistic [[/folder]]

[[folder: Realistic
scale, tons of buildings enterable]]enterable ]]



[[AC:Hybrid approaches]]

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[[AC:Hybrid approaches]][[/folder]]

[[folder: Hybrid approaches ]]


Added DiffLines:

[[/folder]]
24th Apr '17 6:45:40 PM nombretomado
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* Many [=RPGs=], such as ''Dragon Warrior''/''VideoGame/DragonQuest'' and even newer ones like Namco's ''TalesSeries''.

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* Many [=RPGs=], such as ''Dragon Warrior''/''VideoGame/DragonQuest'' and even newer ones like Namco's ''TalesSeries''.
''VideoGame/TalesSeries''.
25th Jul '16 1:11:29 PM KamenRiderOokalf
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There's also making a large world but locking most of the doors or simply not allowing players to enter most of the buildings. So you travel the distance it should realistically take to go from one side of a large town to another, but because you can't enter most buildings, the company is spared the problem of having to design their interiors. Plot/gameplay-important buildings are likely to be somehow marked, or otherwise made obvious. Some games - notably, the ''SilentHill'' series - go for a somewhat different approach, in which players can explore realistically-sized buildings but most doors are locked.

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There's also making a large world but locking most of the doors or simply not allowing players to enter most of the buildings. So you travel the distance it should realistically take to go from one side of a large town to another, but because you can't enter most buildings, the company is spared the problem of having to design their interiors. Plot/gameplay-important buildings are likely to be somehow marked, or otherwise made obvious. Some games - notably, the ''SilentHill'' ''Franchise/SilentHill'' series - go for a somewhat different approach, in which players can explore realistically-sized buildings but most doors are locked.



* ''SilentHill'' has many realistically-sized environments that you mostly travel to entirely in real-time rather than reaching them via cutscene, and uses the "locked doors" approach.

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* ''SilentHill'' ''Franchise/SilentHill'' has many realistically-sized environments that you mostly travel to entirely in real-time rather than reaching them via cutscene, and uses the "locked doors" approach.
24th Jul '16 12:50:27 PM TheNicestGuy
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* ''VideoGame/ProjectZomboid'' takes place on an ''enormous'' [[IsometricProjection isometric]] map covering the real-world towns of West Point and Muldraugh, Kentucky. The scale is totally realistic, overall, with one map tile being about one meter. ([[https://pzwiki.net/wiki/File:Pzmap-comparison.jpg Here's a comparison.]] Note that the game image here is from an outside utility. In-game, the player only ever sees their surroundings on a personal scale.) There are hundreds, maybe thousands of buildings of all sorts, of realistic dimensions and placement, all breachable and all furnished and stocked inside exactly as you'd expect them. (There's even some variety, since you'll find the odd unfurnished house with moving boxes and a For Sale sign in the yard.) Many real landmarks appear where they should, from bridges over the Ohio River, to the Ohio Valley Raceway. And just to prove that they didn't pull any punches, the vast majority of the map is trackless forest. The only compromise is travel time. A player could cover several kilometers in less than a minute of real time, through a non-exhausting combination of sprinting and walking. On the other hand, the [[VideoGameTime hyperactive game clock]] would have advanced a fairly reasonable amount. To cross the map from end-to-end would probably take up to an in-game week. There is no fast travel, and you would absolutely get lost if you didn't stick to highways (still likely even if you do), not to mention starve or dehydrate if you didn't pack well. Future releases will top this, as the plan is to extend the map even further to cover Fort Knox and Louisville, Kentucky's largest city.
7th Jul '16 6:13:08 AM Quanyails
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* VideoGame/{{Minecraft}} handles this by using individual blocks to make structures and using [[ProceduralGeneration procedural generation]] to create a near-infinite world.

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* VideoGame/{{Minecraft}} ''VideoGame/{{Minecraft}}'' handles this by using individual blocks to make structures and using [[ProceduralGeneration procedural generation]] {{procedural generation}} to create a near-infinite world.
6th Jun '16 11:16:42 AM Doug86
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* ''VideoGame/TheConsumingShadow'' uses this approach. You speed across the British Isles by car, from town to town, fighting monsters, finding clues and buying drugs to keep up your SanityMeter. Actual interactive gameplay is limited to Dungeons, which are buildings or parks taken over by minions of the various EldritchAbominations in action. Between each town and dungeon, you get a first-person view of your PlayerCharacter driving their car along a highway.

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* ''VideoGame/TheConsumingShadow'' uses this approach. You speed across the British Isles by car, from town to town, fighting monsters, finding clues and buying drugs to keep up your SanityMeter. Actual interactive gameplay is limited to Dungeons, which are buildings or parks taken over by minions of the various EldritchAbominations {{Eldritch Abomination}}s in action. Between each town and dungeon, you get a first-person view of your PlayerCharacter driving their car along a highway.
4th Jun '16 9:51:00 PM nombretomado
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* The ''Spiderman 2'' game for Gamecube, PS2 and XBox recreated the entire scale of Manhattan! On the other hand, most buildings couldn't be entered, and the few that could didn't let you explore much inside.

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* The ''Spiderman 2'' game for Gamecube, PS2 UsefulNotes/{{PS2}} and XBox UsefulNotes/XBox recreated the entire scale of Manhattan! On the other hand, most buildings couldn't be entered, and the few that could didn't let you explore much inside.
2nd May '16 11:30:54 AM REV6Pilot
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* The various ''VideoGame/GrandTheftAuto'' games would fall under a form of '''real-time, small scale world''' (for example you can drive across ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'' in a couple of minutes, even though it's meant to represent a whole state). However, the games also usually feature the '''locked doors everywhere''' feature, in that there's usually tons of buildings but few, if any, are actually enterable.
** Driving times ARE shortened by the fact that you're normally driving pedal-to-the-metal without a care about crashing. But even if you did drive like people do IRL, the locations are still much smaller than their real-world inspiration.

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* The various ''VideoGame/GrandTheftAuto'' games would fall under a form of '''real-time, small scale world''' (for example you can drive across ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'' in a couple of minutes, even though it's meant to represent a whole state). However, the games also usually feature the '''locked doors everywhere''' feature, in that there's usually tons of buildings but few, if any, are actually enterable.
**
enterable. Driving times ARE shortened by the fact that [[DrivesLikeCrazy you're normally driving pedal-to-the-metal without a care about crashing. crashing]]. But even if you did do drive around like people do IRL, the locations are still much smaller than their real-world inspiration.
1st Jul '15 11:27:31 PM Rbade
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* VideoGame/{{Minecraft}} handles this by using individual blocks to make structures and using [[ProceduralGeneration procedural generation]] to create a near-infinite world.
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