History Main / SlidingScaleOfVideoGameWorldSizeAndScale

2nd May '16 11:30:54 AM REV6Pilot
Is there an issue? Send a Message


* 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.

to:

* 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
Is there an issue? Send a Message



to:

* VideoGame/{{Minecraft}} handles this by using individual blocks to make structures and using [[ProceduralGeneration procedural generation]] to create a near-infinite world.
31st May '15 7:01:59 PM Prfnoff
Is there an issue? Send a Message


* ''{{Opoona}}'' has several absolutely massive cities, with truly enormous explorable areas. In addition to huge "business" areas, the apartment areas are also elaborately crafted in such a way that they resemble real apartments--everyone [[NobodyPoops finally has their own bathroom!]] The overworld areas even seem a bit small in comparison, though they're still quite large. And although the first few areas have to be traveled between in flight (the "parts of the map" variant), the later areas get interconnected such that it takes quite a bit of time to traverse them.

to:

* ''{{Opoona}}'' ''VideoGame/{{Opoona}}'' has several absolutely massive cities, with truly enormous explorable areas. In addition to huge "business" areas, the apartment areas are also elaborately crafted in such a way that they resemble real apartments--everyone [[NobodyPoops finally has their own bathroom!]] The overworld areas even seem a bit small in comparison, though they're still quite large. And although the first few areas have to be traveled between in flight (the "parts of the map" variant), the later areas get interconnected such that it takes quite a bit of time to traverse them.



* VideoGame/AssassinsCreedIII lets you visit parts of the map, the map being the east coast of the USA. The locations are the cities of Boston and New York which are bigger than realistic scale but with locked doors everywhere. The frontier is a Real-time, small scale world version of the New England countryside. Davenport is a very small town made up of less than a dozen individuals that you all personally know, so that its map is of realistic scale with tons of buildings enterable. The mission exclusive parts like Charleston and Captain Kidds treasure locations are of realistic scale but with most of the world in the background.
* VideoGame/FalloutNewVegas is a combination of real-time small scale and realistic scale tons of locked doors. Many parts of the map are done at a realistic scale (such as the Nellis Air Force Base) but the Mojave Desert is a bit on the small side. The setting allows for plenty of justification for the relatively small communities given that its AfterTheEnd and many buildings are boarded up or collapsed.

to:

* VideoGame/AssassinsCreedIII ''VideoGame/AssassinsCreedIII'' lets you visit parts of the map, the map being the east coast of the USA. The locations are the cities of Boston and New York which are bigger than realistic scale but with locked doors everywhere. The frontier is a Real-time, small scale world version of the New England countryside. Davenport is a very small town made up of less than a dozen individuals that you all personally know, so that its map is of realistic scale with tons of buildings enterable. The mission exclusive parts like Charleston and Captain Kidds treasure locations are of realistic scale but with most of the world in the background.
* VideoGame/FalloutNewVegas ''VideoGame/FalloutNewVegas'' is a combination of real-time small scale and realistic scale tons of locked doors. Many parts of the map are done at a realistic scale (such as the Nellis Air Force Base) but the Mojave Desert is a bit on the small side. The setting allows for plenty of justification for the relatively small communities given that its AfterTheEnd and many buildings are boarded up or collapsed.
9th Apr '15 10:07:01 PM jormis29
Is there an issue? Send a Message


This is a technique many modern games use. Buildings are as big as they are in real life, cities are, and so on, but you the player are limited to a specific path and you cannot explore the world outside that path, but you can certainly see it. Buildings, mountains, etc. are often in the distance, but you can't ever reach them, as they're there just to make the world feel huge. The distance you physically travel to get from place to place is also realistic within the limited scope you can visit of the world. This approach is favored by ''{{Uncharted}}'', which lets you explore limited parts of jungles, towns, caves, and so on, but has the places you can't reach visible in the background to make them feel believably large. This style tends to be used mostly in linear games, as it would be rather questionable in an open-world game.

to:

This is a technique many modern games use. Buildings are as big as they are in real life, cities are, and so on, but you the player are limited to a specific path and you cannot explore the world outside that path, but you can certainly see it. Buildings, mountains, etc. are often in the distance, but you can't ever reach them, as they're there just to make the world feel huge. The distance you physically travel to get from place to place is also realistic within the limited scope you can visit of the world. This approach is favored by ''{{Uncharted}}'', ''VideoGame/{{Uncharted}}'', which lets you explore limited parts of jungles, towns, caves, and so on, but has the places you can't reach visible in the background to make them feel believably large. This style tends to be used mostly in linear games, as it would be rather questionable in an open-world game.



* An approach favored by ''{{Uncharted}}''. Cities can have literally hundreds of buildings stretching into the distance, but you're unable to go near them, being limited to the ones important to gameplay.

to:

* An approach favored by ''{{Uncharted}}''.''VideoGame/{{Uncharted}}''. Cities can have literally hundreds of buildings stretching into the distance, but you're unable to go near them, being limited to the ones important to gameplay.
23rd Mar '15 3:36:58 AM Ninjat126
Is there an issue? Send a Message



to:

* ''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.
** The catch here, is that the game runs on a 72 hour timer. Driving between towns costs valuable time, meaning that each zoom across the "overworld map" is burning an incredibly finite resource. Dungeons, however, are built to a realistic scale but can only be exited from the way you came in.

14th Jul '14 6:24:37 AM methodoverload
Is there an issue? Send a Message

Added DiffLines:

* VideoGame/FalloutNewVegas is a combination of real-time small scale and realistic scale tons of locked doors. Many parts of the map are done at a realistic scale (such as the Nellis Air Force Base) but the Mojave Desert is a bit on the small side. The setting allows for plenty of justification for the relatively small communities given that its AfterTheEnd and many buildings are boarded up or collapsed.
15th Apr '14 9:14:29 AM Midna
Is there an issue? Send a Message



to:

* Every ''Franchise/SuperMarioBros'' RPG except for ''VideoGame/SuperMarioRPG'', which uses the "visit parts of map" strategy, and ''VideoGame/MarioAndLuigiPartnersInTime'', which uses a HubWorld-like system.
9th Feb '14 8:44:21 AM MissMokushiroku
Is there an issue? Send a Message


* The world of ''AnUntitledStory'' has almost all of its areas directly connected to each other with next to no transition. [=MountSide and BlackCastle=] are an exception, as the only way to reach them is through teleporters (if one has to believe the map, one is located under [=DeepDive, while the latter is buried under LongBeach=]).
* ''RedDeadRedemption'' has a very large world that takes a long time to travel through by horse or train, with many towns, and locations in three fictional states (altogether) in the US and Mexico. However, it's definitely not to scale, and while large, it's much smaller than real life for the sake of gameplay, thus fitting easily into this section. (For comparison's sake, the map is the same size as ''VideoGame/GrandTheftAutoIV'' but feels larger because there is no city to occupy the space, and you can't drive.)

to:

* The world of ''AnUntitledStory'' ''VideoGame/AnUntitledStory'' has almost all of its areas directly connected to each other with next to no transition. [=MountSide and BlackCastle=] are an exception, as the only way to reach them is through teleporters (if one has to believe the map, one is located under [=DeepDive, while the latter is buried under LongBeach=]).
* ''RedDeadRedemption'' ''VideoGame/RedDeadRedemption'' has a very large world that takes a long time to travel through by horse or train, with many towns, and locations in three fictional states (altogether) in the US and Mexico. However, it's definitely not to scale, and while large, it's much smaller than real life for the sake of gameplay, thus fitting easily into this section. (For comparison's sake, the map is the same size as ''VideoGame/GrandTheftAutoIV'' but feels larger because there is no city to occupy the space, and you can't drive.)



* The ''HarvestMoon'' series uses small towns, with every part and building of the town being accessible. Usually, this means an overworld with about 20 enter-able buildings, with some being houses, some being shops, and some of them being combinations. The overworld also generally has one or two medium-sized "wilderness" areas to roam in.
* Almost every inch of the planet's dry land is accessible in {{Albion}}. Many buildings can be entered and they are all unique. On the other hand, the overall size of all settlements is incredibly small, and despite still being incredibly vast (with not too many features of interest), even the largest continent in the came can be crossed in the course of a single day on foot, and the entire world's population is barely a three digit number. This is handwaved by people stating that the planet is very small, and the almost earth-like gravity is due to the high density metal underground (also explaining why time goes by so fast), and by narration accompanying sea voyages as lasting for several weeks, implying that most of the surface is water. Still doesn't explain the small population.

to:

* The ''HarvestMoon'' ''VideoGame/HarvestMoon'' series uses small towns, with every part and building of the town being accessible. Usually, this means an overworld with about 20 enter-able buildings, with some being houses, some being shops, and some of them being combinations. The overworld also generally has one or two medium-sized "wilderness" areas to roam in.
* Almost every inch of the planet's dry land is accessible in {{Albion}}.''VideoGame/{{Albion}}''. Many buildings can be entered and they are all unique. On the other hand, the overall size of all settlements is incredibly small, and despite still being incredibly vast (with not too many features of interest), even the largest continent in the came can be crossed in the course of a single day on foot, and the entire world's population is barely a three digit number. This is handwaved by people stating that the planet is very small, and the almost earth-like gravity is due to the high density metal underground (also explaining why time goes by so fast), and by narration accompanying sea voyages as lasting for several weeks, implying that most of the surface is water. Still doesn't explain the small population.
* The ''VideoGame/AnimalCrossing'' games take place entirely in a single, [[ThrivingGhostTown improbably small]] town.



* ''Franchise/DragonAge'' uses this. You can often also see mountains and buildings stretching into the distance to make each area feel large, but the map lets you warp between them. To give the feeling of genuine travel from place to place, a trail is drawn on the map leading from the current area to the next, and the trail is always drawn at the same speed regardless of distance, letting farther away places feel farther away. There's also a city that is so large it's divided into multiple sections that are visited separately via map, giving it the feeling of being realistically large while still limiting the player only to the important areas.
* ''BaldursGate'' works in pretty much the same way as ''Franchise/DragonAge'' above.

to:

* ''Franchise/DragonAge'' ''VideoGame/DragonAgeOrigins'' uses this. You can often also see mountains and buildings stretching into the distance to make each area feel large, but the map lets you warp between them. To give the feeling of genuine travel from place to place, a trail is drawn on the map leading from the current area to the next, and the trail is always drawn at the same speed regardless of distance, letting farther away places feel farther away. There's also a city that is so large it's divided into multiple sections that are visited separately via map, giving it the feeling of being realistically large while still limiting the player only to the important areas.
* ''BaldursGate'' ''VideoGame/BaldursGate'' works in pretty much the same way as ''Franchise/DragonAge'' above.
30th Dec '13 9:58:55 PM nombretomado
Is there an issue? Send a Message


* ''DeadlyPremonition'' takes both the "world is big but most buildings can't be entered" and the "buildings are big but most doors can't be entered" approaches. The game takes place in a realistically-sized "small" rural town that would be a small town by real life standards, but is large by video game standards considering how much there is to explore.

to:

* ''DeadlyPremonition'' ''VideoGame/DeadlyPremonition'' takes both the "world is big but most buildings can't be entered" and the "buildings are big but most doors can't be entered" approaches. The game takes place in a realistically-sized "small" rural town that would be a small town by real life standards, but is large by video game standards considering how much there is to explore.
2nd Sep '13 9:41:49 PM BonsaiForest
Is there an issue? Send a Message


* The various ''VideoGame/GrandTheftAuto'' games would 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.

to:

* 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.
This list shows the last 10 events of 34. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.SlidingScaleOfVideoGameWorldSizeAndScale