[[caption-width-right:350:What the Earth would look like if video game maps were actually correct. [[WesternAnimation/TheSimpsons Mmmm... toroids....]]]]

->''"The World Is Square"''
-->-- ''VideoGame/FinalFantasyVI'' [[note]]Well, actually, in game, it's the solution to a puzzle: ERAU QSSI DLRO WEHT. [[LampshadeHanging It was Square's catchphrase at the time.]][[/note]]

There are logical and very justifiable reasons for video games to screw with geography.

This is a trope with two types:

'''Type 1''' has to do with video game world maps. You might think that the map you're looking at makes pretty good sense until the following FridgeLogic kicks in: "If this were really a normal spherical world, I ought to not be able to move like this." Common map oddities include:
* '''Toruses ("donut-shapes")''': Going off one side of the screen causes the player to appear at the opposite, implying a toroidal (or donut) shape.[[note]]Actually a duocylinder, which has the same topology as a toroid but without the deformation. Unlike a toroid, a duocylinder cannot be represented in 3D space; it requires that you connect the two ends of a cylinder through a 4th dimension so that it does not distort the surface outwards or inwards.[[/note]] Thus you scroll off the bottom and end up at the top, instead of going in the opposite direction from a different area at the bottom. It allows, among other things, faster travel around the map, allowing players to not have to cross the equator every time they want to get from the north pole to south pole and vice-versa.
* '''Cylinders''': Like toroids, but circumvents the polar issue by making them impassable, either with {{Invisible Wall}}s or the geological equivalent of {{Insurmountable Waist High Fence}}s - ice, glaciers and mountains. (This is believable in a game where you start out with primitive tech but gets less plausible when you advance up to [[GlobalAirship airplanes]].)
* '''Flat and rectangular''': You can't walk off the edge of the map at all thanks to {{Invisible Wall}}s. In theory there may be more game world out there than the map shows but you'll never know, will you? Frequent in the case of video game {{Fantasy World Map}}s and many {{RPG}}s.
* '''Flat and country-shaped''': You can't walk off the edge of the map, which is shaped like any real-world border, irregular and conforming to mountains, rivers, etc. You can see some [[https://en.wikipedia.org/wiki/Level_of_Detail LOD]] land beyond the border, but you cannot get there and discover that it's sound stage quality. Most well known from the Bethesda {{RPG}}s (''Franchise/TheElderScrolls'' and the new ''{{VideoGame/Fallout}}''s).

For all of these the technical justification is about the same: a spherical world is somewhat difficult to implement and display properly, especially on the computers and game consoles of yesteryear. Rarely are these ever a real FlatWorld, RingWorldPlanet or other exotic WorldShapes - they do exist in games but they're not the reason for this trope.

'''Type 2''' is [[PatchworkMap screwing with geography]] in order to comply with the RuleOfFun. Spending half an hour walking to your next destination, with or without RandomEncounters to spice things up, is not very fun, so let's make the world small enough to be traversable. Sailing down what in RealLife is a calm and peaceful river is not all that fun, so let's throw in fast moving water and some rock hazards. Got the idea? Admittedly sometimes this happens because of laziness or tight deadlines: "we've got a forest and we've got a desert you have to go through and we don't have time or space to make a transition area." And sometimes it is genuinely is research failure but those don't belong here.

Related to WorldShapes. Compare PatchworkMap. Contrast YouFailGeographyForever. Has elements in common with SpaceCompression and UnitsNotToScale.

!!Examples of Type 1


[[folder:Action Adventure Games]]
* The [=SNES=] game ''VideoGame/{{Terranigma}}'', contains not one, but two world maps - [[HollowWorld underworld Earth]] (although there is no way for you to cross all the way around in any direction, as you cannot cross the lava seas), and overworld Earth - both of which are toroidal. In the overworld, which is supposed to be '''Earth''', go north from Greenland and you'll end up in the Antarctic.
* ''VideoGame/TailConcerto'' uses the "there's more to the world but you can't go there" method ([[JustifiedTrope Justified]] by claiming navigation systems go haywire when you reach the edge of Prairie and it's just too dangerous to continue, but somehow Waffle and friends manage to make {{Continuity Cameo}}s in ''VideoGame/{{Solatorobo}}''). [[http://www.cc2.co.jp/mamoru/bronx/img/bronx.jpg This map]] shows Prairie (''VideoGame/TailConcerto'') relative to Nipon (from the ''Mamoru-kun'' disaster preparedness promotions), but leaves out future installments like Shepherd (''VideoGame/{{Solatorobo}}'') and whatever land ''StrelkaStories'' will be based in.

[[folder:Adventure Games]]
* ''VideoGame/KingsQuestI'' featured the land of Daventry in a toroidal shape, while the next three games in [[VideoGame/KingsQuest the series]] had somewhat of a WrapAround shape of a sideways cylinder, where the east and west were impassible but north and south wrapped around. Oddly enough, the first three games (and possibly the fourth) all take place in the same world, with the third one explicitly revisiting the land of the first one at the end (turns out you can escape a toroid if you climb up a high enough mountain), which meant that the world had different sections that were shaped like cylinders and toroids somehow. Or possibly AWizardDidIt. An official novelization/walkthrough of the series explained this away as an in-universe [[http://kingsquest.wikia.com/wiki/Magical_law_of_%22containment%22 "magical law of containment."]]

[[folder:First-Person Shooter]]
* In ''Tribes 2'', the levels go on ''forever'', but once you pass the mission boundaries, it's just looped copies of the main mission area, making it sort of a toroid.

[[folder:Four X]]
* The ''VideoGame/{{Civilization}}'' series.
** ''VideoGame/{{Civilization}}: Call to Power'', in which the world forms were referred to as flat, cylinder and donut shapes.
** The setup options in ''VideoGame/{{Civilization}} 4''. North pole connected to the south pole? Don't mind if I do! A nice touch is that in the default game the world starts looking flat, turns out to be cylindrical when you explore around it and finally you can zoom out to see that it is actually round with extremely large uninhabitable polar caps. Also, on the opposite side of the earth is ''[[AlienGeometries the same side of the earth]]''.
** [[AvertedTrope Averted]] in ''VideoGame/{{Civilization}} 3'' however. Hit the north pole and feel like you want to keep on going on? Sure, why not? Course, you'll end up on a ''different'' spot in the northern hemisphere, just as you would in real life.
** Also of note is that the planets (at least in Civilization IV) have ''huge'' polar regions, which might explain why there is little SpaceCompression on different latitudes.
** The world of ''VideoGame/{{Civilization}} Revolution'' follows the cylinder definition, and yes, that means fighters and bombers are unable to cross the icy ends.
** Spinoff game ''VideoGame/{{Colonization}}'' puts your faction on a flat rectangle, although this is justified by the fact that you're playing as a colonial viceroy with a limited mandate. Your ships can sail over the edge of the map, but this automatically transports them to your home country's European port.

* Azeroth in ''VideoGame/WorldOfWarcraft'' is apparently flat, judging from the fact the sun rises and sets at the same time all around the world. It's also [[SpaceCompression very small]] (somebody calculated that the surface area of Kalimdor is a few hundred square miles).
** Azeroth, in this example, would be a Type 2 flat world -- do you ''really'' want to spend three days on the boat to Northrend?
* ''VideoGame/UltimaOnline'' standard torus world map.

* The Blue Sphere special stages in the ''VideoGame/SonicTheHedgehog'' series take place on checkered donuts, but visually projected onto a sphere. It can get pretty disorienting if you think about the disparity too hard while playing.

[[folder:Puzzle Games]]
* ''{{VideoGame/Tetrisphere}}'', of all things, really should have been called Tetristorus.

[[folder:Real-Time Strategy]]
* ''Populous: The Beginning'', is toroidal although it's drawn to ''look'' spherical.

[[folder:Role-Playing Games]]
* In the ''Franchise/FinalFantasy'' series at least from ''[[VideoGame/FinalFantasyI I]]'' to ''[[VideoGame/FinalFantasyIX IX]]'', if you fly off the east/west side of the map, you show up on the west/east side of the map. Good and logical for a spherical world, yes? However, if you flew past the north/south border, you would end up at the south/north border... thus leading us to realize that all Final Fantasy worlds in fact, behave as toroids like the picture above.
** Taken to an extreme in ''VideoGame/FinalFantasyXIIRevenantWings'', in which an essentially flat FloatingContinent works by the same mechanic.
** ''VideoGame/FinalFantasyVIII'' allows its world map to be displayed in the corner of the screen as a flat map or as a globe, proving that this type of map can be drawn onto sphere, although with some necessary distortion.
*** ''VideoGame/SecretOfMana'' also lets you view its torus-world map as a plane or a globe.
** ''VideoGame/FinalFantasyIII'' actually starts you on a Flat and Rectangular floating island, with your character unable to walk off the edge. Once you get an airship you can fly off of the island and onto the larger, toroid map.
** ''VideoGame/FinalFantasyIV'' is interesting because we know the world and its moons are spheres, yet the world and one of its moons has a toroidal map. There's also an underworld, which averts this by simply being enclosed in walls.
** Lampshaded to some extent in ''VideoGame/FinalFantasyV'': Not only is the map a toroid, but the landmass is a giant ring once you reunite the two worlds.
* Like ''Franchise/FinalFantasy'', most ''VideoGame/TalesSeries'' have the toroidal world going on. And there are times when the whole planet is seen as a sphere in cutscenes.
** This is an issue in ''VideoGame/TalesOfTheAbyss''. Two dungeons, the Absorption Gate and the Radiation Gate, are supposed the be the respective north and south poles of the planet...except while traveling on the world map it looks as though both gates are right next to each other.
* According to the cutscenes, ''VideoGame/ChronoTrigger'' takes place on a spherical planet. However, it is treated as a torus during standard gameplay.
* Earlier ''VideoGame/BreathOfFire'' games have the toroid topology.
* The "World is Round" discovery in ''VideoGame/SkiesOfArcadia'' would be better named "World is Toroid".
* Played straight in ''VideoGame/{{Nostalgia}}'', especially egregiously since the world map is supposed to represent OUR Earth.
* ''VideoGame/{{Fallout 3}}'' is the "flat and country-shaped" sort of variant. The game world is a flat square in the area around Washington, but once the player reaches the edge of the world, the player can see that the world continues well past the [[InsurmountableWaistHeightFence limit of movement]]. There is even an entire district of skyscrapers across the Potomac from Rivet City. Ditto ''VideoGame/FalloutNewVegas''.
* ''VideoGame/{{Ultima}}'' games in general adhere to the regular torus model, but the first game in the series is an unusual case. There are four different continents in the game, with each occupying a roughly square space. If you go straight in one direction, you'll pass through all four continents and end up where you started. However, if you always make a 90 degree turn after you reach a new continent, you will ''also'' pass through all four and end up where you started. Try not to think too much about what kind of world shape allows this.
** It's a case of AllThereInTheManual, but the world of Ultima is actually a FlatWorld situated within the [[NegativeSpaceWedgie Ethereal Void]], which causes the wraparound effect. So, it all makes perfect sense. [[AWizardDidIt Kinda.]]
* ''VideoGame/GoldenSun: The Lost Age'' has the world flat by making oceans spill into nothingness by the edges. This becomes a major plot point. [[spoiler: Since the power of Alchemy was sealed, the world cannot survive without its power, so it is crumbling into self. This causes the world to shrink further and further until, if left unchecked, it crumbles into nothing. This is why the antagonists from the first game wanted to light the elemental lighthouses so badly since their hometown was on the verge of being swallowed up by a growing abyss, aka edge of the world.]]
* All ''VideoGame/DragonQuest'' games beyond the first (which has [[GatelessGhetto no way off the land mass surrounding the Dragonlord's castle]]) feature a toroid world. ''VideoGame/DragonQuestIII'' combines this with a HollowWorld, the inside world being a toroidal version of the original ''VideoGame/DragonQuest'' world. Now, figure that out.
** The mon games have many worlds, though, and they're also toroid. Or, supposedly, since some of them take place on a FloatingContinent.
* The world of ''VideoGame/{{Hydlide}}'' was a 5 screen by 5 screen toroid.
* The titular setting of ''VideoGame/MightAndMagic III: Isles of Terra'' had a toroidal map. I, II, IV and V all had flat and rectangular worlds, but that was because they were {{Flat World}}s (in IV and V's case, opposite sides of the ''same'' world).
* The ''VideoGame/{{Lufia}}'' series is a particularly odd example. The world of ''VideoGame/LufiaAndTheFortressOfDoom'' is definitely toroidal, and that's all fine and good...except that the world map in [[VideoGame/LufiaIIRiseOfTheSinistrals the prequel]] is completely different. And they explain this by saying that Lufia II takes place in "North Land", while Lufia I takes place in "West Land". No matter how far west of North Land you go, you will never reach West Land. Same with South Land and [[BlindIdiotTranslation Estoland]]. [[EpilepticTrees Maybe they're toroids looped around each other??]]
* ''VideoGame/StarOceanTheSecondStory'':
** Expel suffers from the torus-shaped issue, though unless you [[GuideDangIt return to]] LotusEaterMachine Expel at the end of the game (and therefore have your Synard), it's not particularly noteworthy. However, you do see pictures of Expel from outer space on multiple occasions, and Expel is indeed depicted as spherical.
** Nede is of the "flat and country-shaped" variety. In this case, it's intentional and justified, as the current Nede is a flat asteroid covered in a space-time deflector shield, so attempting to enter or leave Nede is nigh impossible.
* In ''VideoGame/PlanetAlcatraz'', every area is square and surrounded by invisible walls, be it cities, towns, villages, canyons. Every. Single. One.
* ''VideoGame/BraveHeroYuusha'': The world is a torus. North connects to south, and east connects to west.
* ''VideoGame/HyperRogue'' is a roguelike where the world is a [[https://en.wikipedia.org/wiki/Hyperbolic_geometry hyperbolic plane.]]

[[folder:Shoot Em Ups]]
* ''VideoGame/{{Asteroids}}''? More like ''As-toroids''!
* ''VideoGame/StarControlII'' had the various planet surfaces that you explore as cylinders (despite seeing the planet floating there as a sphere in 3 different modes of the game, and being able to orbit and '''run into''' them during [[TwoDSpace Ship-to-Ship combat]]).
** It gets worse. The space in which combat takes place is ''also'' toroidal.

* ''VideoGame/{{Fury 3}}'' maps are donut-shaped, apparently, despite them supposedly taking place over a small portion of a spherical planet's surface.

[[folder:Simulation Games]]
* Justified and/or Lampshaded in ''VideoGame/{{Creatures}}'', where the "planet" is actually stated as being cylindrical. [[FridgeLogic ...With very odd gravitational properties]]. (And there's no cylinder world trope, but this also fits in WorldShapes.)
* Every game of ''VideoGame/CrushCrumbleAndChomp'' takes place in a rectangular map, four screens tall by four screens wide. No exceptions.
* ''VideoGame/DwarfFortress'' is famous for its ridiculously intricate world-generation procedure. Landmasses, waterways, weather patterns, and even mineral deposits are just a few things created through simulation of real-world processes. Despite all that, the result is still a rectangle with the same fundamental problem as a Mercator projection: oversized poles. In contrast, ''VideoGame/RimWorld'', which was heavily influenced by ''Dwarf Fortress'', produces spherical worlds by way of a geodesic grid of hexagons and pentagons rather than rectangles. [=RimWorld=]'s only concession to this trope is that by default only 30% of the world's surface is actually generated, to save time. But you can ask for the whole thing if you don't mind waiting.

[[folder:Web Games]]
* Completely averted in Jeff Weeks' [[http://www.geometrygames.org/HyperbolicGames/index.html Hyperbolic Games.]] You can play a simply maze game or pool on the surface of a sphere (or torus, or even on something insanely exotic called a "hyperbolic surface").
* [[VideoGame/PeasantsQuest Peasantry]] appears to be cylindrical. Going up the northern border will take you to the southern one, while passing the southern border takes you up north. East an west are blocked by an InsurmountableWaistHighFence, and a giant cliff. The former can be broken on one point by scaring a horse. This reveals a hidden area with a character you need to talk to. The later has a passage leading to [[BigBad Trogdor]].

* ''VideoGame/EscapeVelocity'' has an unusual relationship with this trope. Initially the original ''EV'' had toroidal space, but Creator/AmbrosiaSoftware could never quite get it working so it was changed to square space with {{invisible wall}}s in a patch. ''EV Override'' stayed with the square space model, but ''EV Nova'' managed to get toroidal working properly.

!!Examples of Type 2

[[folder:Action Adventure Games]]
* Averted in ''The Getaway'' series, the makers prided themselves that you could navigate your way through the game using a RealLife A-Z.
** Played straight however in ''Black Monday'' on the tube train putting Knightsbrige as the next station on from Holborn on the Piccadilly Line.

[[folder:Adventure Games]]
* ''VideoGame/MystIVRevelation'' has Haven, which prominently features a rocky seacoast, a jungle, a swamp, and a savanna all within '''yards''' of each other.
* ''The Tomb of Sammun-Mak'', episode 302 in the Telltale [[VideoGame/SamAndMaxFreelancePolice Sam and Max games]], has the duo's GenerationXerox ancestors, Sammeth and Maximus, taking the Disorient Express ''train'' from New York Egypt and back. Don't ask how that works. It's fitting, though; their descendants can ''drive'' to just about any destination they want, including Europe and ''the moon''.
* ''VideoGame/KingsQuestV'' has, right at the beginning, a desert, a rainforest, and snowy mountains all within easy walking distance of each other. In real life this is possible (except for the "easy" part) if the mountains are ''between'' the other two and the prevailing winds blow from the rainforest's direction, but that doesn't seem to be the situation here.
* Each of the ''VideoGame/QuestForGlory'' games had the player enclosed in a set area, as per role-playing conventions. However most games in the series found ways to [[GameplayAndStoryIntegration justify this through the narrative]]. In the first game, you had just entered a valley between the mountains when a sudden blizzard blocked the only pass. In the fourth, it was torrential rains that caused the local swamp to flood over the only road out of the valley (yeah, a completely different valley...). In the second game, however, the geography was not fully enclosed, but far more bizarre: It was set in a desert that was shaped like a long corridor, with perfectly perpendicular cliffs on either side of it, and with one "end" of the corridor stretching out to infinity.
** The above-mentioned [[VideoGame/QuestForGloryIV fourth game]] also had a similar infinity in the swamp, which stretched out in every direction once you were sufficiently far away from the shore. This was explained as getting lost in the swamp due to copious amounts of evil magic at work.

[[folder:Driving Games]]
* The arcade game ''Harley Davidson: L.A. Riders'' includes Lincoln Fabrics, a relatively obscure local landmark, but doesn't put it on Lincoln Blvd. which gave the store its name. Why bother?
* Inverted in ''VideoGame/PennAndTellersSmokeAndMirrors''' mini-game "Desert Bus", where the player makes a trip from Tucson, Arizona to Las Vegas, Nevada by bus, and the gameplay is, if anything, even more boring than it would be in [[https://www.google.com/maps/dir/Tucson,+AZ/Las+Vegas,+NV/ real life]]. Maximum speed: 45 mph. Pausing: none. Total trip time: Approximately [[BladderOfSteel 8 hours]].

[[folder:First-Person Shooter]]
* ''VideoGame/SoldierOfFortune'''s last mission involves invading a German castle, under which the enemy has a submarine dock. Except that the Castle is the mountains, in a part of Germany that is far from the ocean.
* Averted by ''VideoGame/TheConduit'', which features very accurate (in video game terms) depictions of various Washington D.C. landmarks and neighborhoods. Even the Metro subway system's signage and stations are [[http://www.examiner.com/x-14946-DC-Video-Game-Trailers-Examiner~y2009m6d30-Invasion-on-the-Blue-Line duplicated with remarkable fidelity.]]
* The maps are compressed quite a bit in the ''VideoGame/{{Battlefield}}'' series, because full-size replicas of the actual battlefields would spread the players out to hell and gone.
* ''VideoGame/MetroidPrime'' does this. Magmoor Caverns is essentially a giant short-cut, and there are a lot of very, very convenient elevators to different locations. The world itself looks irregular and confused, but when you play through it, getting around feels mostly natural. It always seems like there's a quick route to where you need to go next. To understand why this is a useful trope, consider ''Metroid Prime '''2''' '', which averts this. The world is very regular: there is a central hub world with elevators to 3 adjacent areas, and each adjacent area has elevators to the two areas around it. However, none of these entrances and exits are very placed for the convenience of the player. Getting around is painful, even if you don't count forced encounter rooms that you're frequently forced to go through. There is almost ''never'' a fast route to where you need to go next.
* In the expansion for the first VideoGame/CallOfDuty game, a part of the game takes part in the Netherlands. Particularly in a mountainous area. Good luck finding mountains in the Netherlands, the closest available can be found a couple of hundred kilometers away, far outside the country. Although the Dutch consider some areas to be "mountainous", just being a 6 meter high heap of sand makes you eligible to be called a mountain and even get your own page on The Other Wiki.

* ''VideoGame/WorldOfWarcraft'' also fits this, as the world is effectively compressed down, making all zones much smaller than they would be in "reality", which also leads to borders between zones being very clear (most notably in cases when there's two zones with very different terrain). An example of this can be seen when looking at any of Warcrafts comic or manga series. Traveling around in game will take a few minutes at most, but in the stories going from one place to another can take days.
** Confusingly, there is an NPC near the south end of Winterspring who claims Everlook, the local quest hub, is about a mile north of there. Everlook can be found in the middle of the zone, and Winterspring takes up quite a bit of space on the world map.

[[folder:Role-Playing Games]]
* ''Franchise/TheElderScrolls'':
** ''[[VideoGame/TheElderScrollsArena Arena]]'' and ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' have realistically sized and fully explorable land masses, but are rather generic while being [[RandomlyGeneratedLevels randomly]] and/or [[ProceduralGeneration procedurally]] generated outside of a few plot-specific locations.
** The series' [[VideoGame3DLeap jump to 3D]], starting with ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', shrinks the game world though the use of SpaceCompression, but they are still far larger than most video game settings and ''feel'' just as large thanks to the hand-crafted environments. Still, it can be a bit jarring when, in ''[[Videogame/TheElderScrollsVSkyrim Skyrim]]'' for example, the tree line ends at about 50 feet above sea level, and your stroll though a temperate field suddenly ends with you on a blizzard-swept peak with field still in sight behind you. Further, The tallest mountain in the game (and stated to be the tallest in Tamriel in the lore) tops out at 766 meters tall, and its "7000 steps" are actually 732.
* ''VideoGame/ShadowHeartsFromTheNewWorld'' takes place all over the Western Hemisphere. The real one, with America and Brazil and so forth. Which the characters navigate almost entirely on foot.
* The scale issue, at least, is possibly justified in ''VideoGame/DragonQuestVIII''. If you check the battle log in eventually you'll get a message saying that you've traveled far enough to do a complete circumference of the globe. How far is that? A little over 200 miles, meaning that it really is an ''incredibly'' tiny planet.
* The later ''VideoGame/{{Ultima}}'' games also did this--the earlier games had a world map and separate cities, but the later ones had a single map where everything was laid out, which meant that a city only had a dozen or so buildings in it and the world was only a few miles around.

[[folder:Stealth-Based Games]]
* ''VideoGame/{{Commandos}}'':
** The first game presented a rather strange image of 1940s Norway. Civilian housing was depicted as either half-timbered (rare in real life, and confined to older buildings in the capital and nearby areas) or curiously medieval-looking. One mission centered around sabotaging a railroad gun located in the lapp village of Masi, with a large ruined stone manor nearby. The real Masi is located far from any past or present railroads, and any building found in that area would be wooden.
** In ''Commandos 2'', South American piranha can be found in Burma and Thailand, and penguins (southern animals) frolick around a German destroyer in the North Sea. The manual mentions these discrepancies, and others; they are merely included to make levels more interesting.
* If one [[FridgeLogic thinks a bit]], one could easily infer that ''VideoGame/AssassinsCreedI'' believes that Acre, Damascus, and Jerusalem are all ten minutes apart by horseback. If one [[FridgeBrilliance thinks harder]], one realizes that [[AWizardDidIt the Animus edits out]] the long periods of Altaïr's [[GeneticMemory Genetic Memories]] of NominalImportance by "Fast-forwarding memory to a more recent one." Altaïr remarks during the tenth mission that he's spent "weeks" on his past nine missions, when it's been five or six days for Desmond. Huge amounts of time were spent riding between cities in the Kingdom, but were edited out by the Animus.
** If they put the real distance between the cities the game would've been much longer (which was a complaint about the game), but most of the time would've been spent riding between areas. Imagine trying to find the flags and viewpoints in an area that spans thousands of square miles.
** In the [[VideoGame/AssassinsCreedII sequel]], during the [[spoiler:Carnivale]] mission, Ezio can remain in disguise in a hostile city for a single night - but can still ride or take ferries to any location and back again and no time will have passed. Again, [[AWizardDidIt The Animus Did It]] - the rest of the game are just earlier memories, especially as other parts of [[spoiler:Venice]] don't have [[spoiler:Carnivale decorations]]. If one revisits the area after finishing the sequence, the [[spoiler:decorations]] are still there.

* ''VideoGame/KerbalSpaceProgram'' takes place in a solar system about 1/10 the size of ours. This, coupled with the reduced performance of Kerbal rocketry, generally makes things faster, not easier. The fact that Kerbin is 1200 km across, but has the same gravity as earth, means it has a density about 10 times as great, or twice the density of osmium, the densest element known.

[[folder:Third-Person Shooter]]
* ''VideoGame/MetalWolfChaos'' has the hero defending the Statue of Liberty from a tank, which is rolling down a loooong suspension bridge that apparently leads right to the landmark. Perhaps the developers thought the tank would have looked lame if it took the ferry, which is the only real-life way to get to Liberty Island. Not to mention that, judging by the direction the Statue is facing, the other end of said bridge must be somewhere in the Atlantic Ocean.
* ''VideoGame/RatchetAndClank'' has a lot of unique geometries, including the outside of a tiny moon similar to ''Literature/TheLittlePrince'', the inside of a sphere, and the outside of a '''cube''' with the gravity on the faces.

[[folder:Wide Open Sandbox]]
* All of the ''VideoGame/GrandTheftAuto'' games have had some form of this. The first 2-D games had you restricted to a completely self-contained city with no way out. ''GTA III'' had Liberty City walled in by ocean and mountains. Vice City, San Andreas, and the ''GTA IV'' Liberty City are all surrounded by ocean with no land in sight. Trying to go too far out makes you hit an invisible wall. However, the canon treats them as your usual coastal cities (e.g. one of Johnny Klebitz's patches states that he went to Los Santos on a motorbike). This is even noticeable in-game for ''GTA IV'', as the hills to the west of Alderney cut off rather abruptly into the ocean.
* ''VideoGame/RedDeadRedemption'' does this but does it better than the GTA games. The game world is almost entirely landlocked and there is land stretching out as far as the eye can see, you just can't access all of it thanks to canyon walls, mountains, rivers and lakes. Its actually been discovered that you can glitch your way beyond the game's barrier and that there is plenty of fully detailed space outside of the boundary.
* ''VideoGame/FalloutNewVegas'' follows the same methods to box the player in. There are also a few blocked off roads to nowhere and collapsed caves that appear on the map but don't serve any importance, although some are used as entrances to DLC content. As with ''RDR'' and ''VideoGame/{{Fallout 3}}'', you can glitch out of the map at certain points and explore the endless [[MinusWorld outer landscape]].

!!Non-Video Game Examples
* Spoofed in ''Webcomic/RPGWorld'', where the universe has a tendency to make things that go over any edge reappear on the other edge, for instance, on the world map. Diane demonstrates this with punching another character by throwing her fist across the panel border.
* In ''Webcomic/{{Adventurers}}'' (where RPG clichés have precedence over realism), a scientist makes the alarming discovery that [[https://static1.squarespace.com/static/5758783607eaa0b68fc52697/57616ce645bf211a51aea8f7/57616d14746fb95af2714b77/1466002709721/0345.GIF?format=750w it is impossible for the world to be round]].

[[folder:Real Life]]
* One of the big questions in cosmology is the shape of the Universe, which would be a result of gravitational forces affecting the space-time continuum. The main theories are either that it's "flat" (in the sense of not being curved, rather than literally flat), toroidal, or spherical. Others suggest hyperbolic geometry. While specific local points of space can be considered curved (like gravity wells), the Universe's global curvature is currently speculative.