History Main / SpaceCompression

30th Oct '17 4:36:14 PM intastiel
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* The galaxy map ''VideoGame/GalacticCivilizations II'' shows densely packed star systems with planets only a few solar radii apart, to the extent that a planet can look closer to one in another system than to another one in its own (or even to its own system's star). {{Justified|Trope}} in-game with the explanation that starship hyperdrives can travel much faster in interstellar space than within gravity wells, so the map's compression represents travel times rather than actual distances.

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* The galaxy map in ''VideoGame/GalacticCivilizations II'' shows densely packed star systems with planets only a few solar radii apart, to the extent that a planet can look closer to one in another system than to another one in its own (or even to its own system's star). {{Justified|Trope}} in-game with the explanation that starship hyperdrives can travel much faster in interstellar space than within gravity wells, so the map's compression represents travel times rather than actual distances.
26th Sep '17 12:33:19 PM intastiel
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* The galaxy map ''VideoGame/GalacticCivilizations II'' shows densely packed star systems with planets only a few solar radii apart, to the extent that a planet can look closer to one in another system than to another one in its own (or even to its own system's star). Justified in-game with the explanation that starship hyperdrives can travel much faster in interstellar space than in gravity wells, so the map's compression represents travel times rather than actual distances.

to:

* The galaxy map ''VideoGame/GalacticCivilizations II'' shows densely packed star systems with planets only a few solar radii apart, to the extent that a planet can look closer to one in another system than to another one in its own (or even to its own system's star). Justified {{Justified|Trope}} in-game with the explanation that starship hyperdrives can travel much faster in interstellar space than in within gravity wells, so the map's compression represents travel times rather than actual distances.
16th Jul '17 5:23:20 PM nombretomado
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* ''VideoGame/WorldWarIIOnline'', more of a WW2 Simulator than a MMOFPS, takes place on a half-scale map of Europe complete with destructible cities, roads, and farm fields that take forever to walk across. Needless to say, Mobile Spawn Points were implemented fairly early in the games release to make attacking key objectives quicker, as previously reinforcements would have to be driven from the Forward Base to the objective constantly.

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* ''VideoGame/WorldWarIIOnline'', more of a WW2 [=WW2=] Simulator than a MMOFPS, takes place on a half-scale map of Europe complete with destructible cities, roads, and farm fields that take forever to walk across. Needless to say, Mobile Spawn Points were implemented fairly early in the games release to make attacking key objectives quicker, as previously reinforcements would have to be driven from the Forward Base to the objective constantly.
29th Jun '17 9:19:54 AM TheCheshireCat
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** In ''VideoGame/GrandTheftAutoV'' you can see the scale of compression easily by comparing it to a real life map of Los Angeles - some of the streets line up almost exactly, except that what is a major multi-lane avenue is LA is a residential side-street in GTA. Essentially, every street downgrades a level when making the transition from real life to GTA - highways become major streets, major streets become side streets, and side streets become alleyways between buildings.
27th Jun '17 11:45:01 AM delta1
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* ''VideoGame/RogueSquadron'': In one level, after completing the initial objective Wedge Antilles will radio in that he's battling Imperials on "the other side of the planet". You are then given an objective marker, and after flying over a small hill which takes all of about seven seconds, you have apparently arrived on the other side of the planet.
22nd Jun '17 10:34:15 PM Abodos
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** While ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' was heavily advertised as having the largest, most expansive ''Zelda'' world yet, it still only takes about an hour of real-life time to go from one corner to the other. The lack of large settlements is somewhat justified, however, by the story taking place AfterTheEnd, in which the [[StarfishRobots Guardians]] obliterated the capital and several other towns in Central Hyrule while the smaller and/or further away villages were spared.

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** While ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' was heavily advertised as having the largest, most expansive ''Zelda'' world yet, but it still only takes about an hour of real-life time to go from one corner to the other. The lack of large settlements is somewhat justified, however, by the story taking place AfterTheEnd, in which the [[StarfishRobots Guardians]] obliterated the capital and several other towns in Central Hyrule while the smaller and/or further away villages were spared.
26th May '17 4:00:12 PM Kazrak
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* Happened when the ''VideoGame/{{Ultima}}'' series stopped using an overworld/town/dungeon split from ''VideoGame/UltimaVI'' onwards. The kingdom of Britannia went from spanning multiple continents to approximately the [[http://ian-albert.com/games/ultima_6_maps/u6-map-level-0-sm.jpg size of a suburb]].

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* Happened when the ''VideoGame/{{Ultima}}'' series stopped using an overworld/town/dungeon split from ''VideoGame/UltimaVI'' onwards. The kingdom of Britannia went from spanning multiple continents to approximately the [[http://ian-albert.com/games/ultima_6_maps/u6-map-level-0-sm.jpg size of a suburb]]. By ''VideoGame/UltimaIX'', the entire world map is on the order of one square mile.
20th May '17 12:00:04 PM nombretomado
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* Happened when the ''Franchise/{{Ultima}}'' series stopped using an overworld/town/dungeon split from ''VideoGame/UltimaVI'' onwards. The kingdom of Britannia went from spanning multiple continents to approximately the [[http://ian-albert.com/games/ultima_6_maps/u6-map-level-0-sm.jpg size of a suburb]].

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* Happened when the ''Franchise/{{Ultima}}'' ''VideoGame/{{Ultima}}'' series stopped using an overworld/town/dungeon split from ''VideoGame/UltimaVI'' onwards. The kingdom of Britannia went from spanning multiple continents to approximately the [[http://ian-albert.com/games/ultima_6_maps/u6-map-level-0-sm.jpg size of a suburb]].
24th Apr '17 12:53:11 PM Abodos
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Added DiffLines:

** While ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' was heavily advertised as having the largest, most expansive ''Zelda'' world yet, it still only takes about an hour of real-life time to go from one corner to the other. The lack of large settlements is somewhat justified, however, by the story taking place AfterTheEnd, in which the [[StarfishRobots Guardians]] obliterated the capital and several other towns in Central Hyrule while the smaller and/or further away villages were spared.
15th Apr '17 5:25:32 PM LordInsane
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** ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' also featured the provinces of High Rock and Hammerfell at their full size. Bethesda says that their physical size amounts to 188,000 square miles (or 487,000 in square kilometers) -- that's twice the size of Great Britain. There are ''15,000'' full-sized towns, cities, villages, and dungeons to explore, and more than 750,000 [=NPCs=] capable of interaction -- impressive for a game from 1996. However, most of the terrain is randomly generated, non-quest related locations are [[ProceduralGeneration procedurally generated]], and traveling by foot is as lengthy and tedious as [[WebVideo/DesertBusForHope playing Desert Bus]]. In the case of cities, most houses cannot be entered even by the most skilled thieves -- the player will be told "This house contains nothing of interest."

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** ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' also featured part of the provinces of High Rock and Hammerfell at their full size. Bethesda says that their physical size amounts to 188,000 square miles (or 487,000 in square kilometers) -- that's twice the size of Great Britain. There are ''15,000'' full-sized towns, cities, villages, and dungeons to explore, and more than 750,000 [=NPCs=] capable of interaction -- impressive for a game from 1996. However, most of the terrain is randomly generated, non-quest related locations are [[ProceduralGeneration procedurally generated]], and traveling by foot is as lengthy and tedious as [[WebVideo/DesertBusForHope playing Desert Bus]]. In the case of cities, most houses cannot be entered even by the most skilled thieves -- the player will be told "This house contains nothing of interest."
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http://tvtropes.org/pmwiki/article_history.php?article=Main.SpaceCompression