Follow TV Tropes

Following

History Main / SlidingScaleOfVideoGameWorldSizeAndScale

Go To

OR

Is there an issue? Send a MessageReason:
None


* The ''Spiderman 2'' game for Gamecube, UsefulNotes/{{PS2}} and 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.

to:

* The ''Spiderman 2'' game for Gamecube, UsefulNotes/{{PS2}} Platform/{{PS2}} and UsefulNotes/XBox Platform/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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/FinalFantasyXIV'' has several styles of scaling for its world. In the major cities, there are many buildings you can enter, but there's also just as many whose doors are locked and paths to other parts of the city are also similarly sealed. In the field areas outside of cities, they are big, but are also small enough that a player can travel from one end to another in just a few minutes. The regions themselves are big, but the player will only explore just a few zones and it's implied that they go through other areas whenever they cross a loading zone when going to another area, thus those areas are never actually seen. Some dungeons can also be seen in the field zones and they are far larger on the inside than they look on the outside, which is similar to how the older ''Final Fantasy'' games would have towns and other landmarks look small on the overworld and bigger when the player goes inside.
Is there an issue? Send a MessageReason:
None


Many video games, striving for maximum interactivity, allow players to go to any part of the world in real-time, allowing them to explore everywhere and trying to give the feeling that the world is a real, livable place. However, because the world must be scaled to be convenient for gameplay, this can result in the world feeling very small, since each individual area must be small enough for players to explore and go everywhere, and they have to be able to easily travel from place to place in real-time. This results in, for instance, towns with maybe 20 townspeople and 10 houses and 1 store, for instance, and other areas that might look like real places but only so long as you don't roam through them and see how small they really are. This can be a believability problem for story-driven games.

to:

Many video games, striving for maximum interactivity, allow players to go to any part of the world in real-time, allowing them to explore everywhere and trying to give the feeling that the world is a real, livable place. However, because the world must be scaled to be convenient for gameplay, this can result in [[SpaceCompression the world feeling very small, small]], since each individual area must be small enough for players to explore and go everywhere, and they have to be able to easily travel from place to place in real-time. This results in, for instance, towns with maybe 20 townspeople and 10 houses and 1 store, for instance, and other areas that might look like real places but only so long as you don't roam through them and see how small they really are. This can be a believability problem for story-driven games.
Is there an issue? Send a MessageReason:
None



to:

*''VideoGame/Persona5'' has you traversing various stops along the Tokyo Rail system.
Is there an issue? Send a MessageReason:
Up To Eleven is a defunct trope


** ''[[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 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.

to:

** ''[[VideoGame/TheElderScrollsArena Arena]]'' and ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' take this UpToEleven.Daggerfall]]''. They possess some of the largest game-worlds in gaming, with ''Daggerfall'' in particular having a playable space stated to 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.
Is there an issue? Send a MessageReason:
None


* Almost every inch of the planet's dry land is accessible in ''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.

to:

* Almost every inch of the planet's dry land is accessible in ''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 [[BabyPlanet planet is very small, 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.
Is there an issue? Send a MessageReason:
None


* Games like ''VideoGame/MicrosoftFlightSimulator'' (playable area is the entire Earth) or ''{{VideoGame/Orbiter}}'' and ''VideoGame/KerbalSpaceProgram'' (entire Solar System). Since you can't go indoors and explore interiors as well, they technically fit this category.

to:

* Games like ''VideoGame/MicrosoftFlightSimulator'' (playable area is the entire Earth) or ''{{VideoGame/Orbiter}}'' and ''VideoGame/KerbalSpaceProgram'' (entire Solar System).System, although KSP by default is about 1/10th the scale). Since you can't go indoors and explore interiors as well, they technically fit this category.
Is there an issue? Send a MessageReason:
None


* Games like ''VideoGame/MicrosoftFlightSimulator'' (playable area is the entire Earth) or ''Orbiter'' (entire Solar System). Since you can't go indoors and explore interiors as well, they technically fit this category.

to:

* Games like ''VideoGame/MicrosoftFlightSimulator'' (playable area is the entire Earth) or ''Orbiter'' ''{{VideoGame/Orbiter}}'' and ''VideoGame/KerbalSpaceProgram'' (entire Solar System). Since you can't go indoors and explore interiors as well, they technically fit this category.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Yakuza}}'' series is somewhat different in its WideOpenSandbox approach than western titles in that the world itself is tiny by comparison. You can sprint to one end of the city to another in about a minute and anywhere outside of the couple city blocks you can explore can only be accessed via quick travel or story missions. The cities are dense to make up for it, and you'll be hard pressed to find truly empty spaces in each city. While there's a lot of buildings you can't enter, there's also a lot of back alleys and corners with most of them containing some hidden items, and even certain buildings have a lot to explore.

to:

* The ''VideoGame/{{Yakuza}}'' series is somewhat different in its WideOpenSandbox approach than western titles in that the world itself is tiny by comparison. You can sprint to one end of the city to another in about a little over a minute and anywhere outside of the couple city blocks you can explore can only be accessed via quick travel or in story missions. The cities are dense to make up for it, and you'll be hard pressed to find truly empty spaces in each city. While there's a lot of buildings you can't enter, there's also a lot of back alleys and corners with most of them containing some hidden items, and even certain buildings have a lot to explore.
Is there an issue? Send a MessageReason:
None






to:

* ''VideoGame/{{Yakuza}}'' series is somewhat different in its WideOpenSandbox approach than western titles in that the world itself is tiny by comparison. You can sprint to one end of the city to another in about a minute and anywhere outside of the couple city blocks you can explore can only be accessed via quick travel or story missions. The cities are dense to make up for it, and you'll be hard pressed to find truly empty spaces in each city. While there's a lot of buildings you can't enter, there's also a lot of back alleys and corners with most of them containing some hidden items, and even certain buildings have a lot to explore.
Is there an issue? Send a MessageReason:
None



to:

* ''VideoGame/BurnoutParadise'' is a driving game set in a WideOpenSandbox where essentially every inch of the road can be reached. The scale is rather compressed compared to real life--Paradise City is closer to the size of a town--but there's still a lot to explore.

Added: 1767

Changed: 656

Is there an issue? Send a MessageReason:
Elder Scrolls cleanup and expansion


* ''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.

to:

* ''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.

Added: 316

Changed: 248

Is there an issue? Send a MessageReason:
Folderizing.


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

to:

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

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



[[AC:Visit parts of map]]

to:

[[AC:Visit [[/folder]]

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



[[AC:Symbolic representation]]

to:

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

[[folder: Symbolic representation ]]



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

to:

[[AC:Realistic [[/folder]]

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



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

to:

[[AC:Realistic [[/folder]]

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



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

to:

[[AC:Realistic [[/folder]]

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



[[AC:Hybrid approaches]]

to:

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

[[folder: Hybrid approaches ]]


Added DiffLines:

[[/folder]]
Is there an issue? Send a MessageReason:
None


* Many [=RPGs=], such as ''Dragon Warrior''/''VideoGame/DragonQuest'' and even newer ones like Namco's ''TalesSeries''.

to:

* Many [=RPGs=], such as ''Dragon Warrior''/''VideoGame/DragonQuest'' and even newer ones like Namco's ''TalesSeries''.
''VideoGame/TalesSeries''.
Is there an issue? Send a MessageReason:
None


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.

to:

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.

to:

* ''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.
Is there an issue? Send a MessageReason:
Project Zomboid's enormous real-world map



to:

* ''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.
Is there an issue? Send a MessageReason:
None


* VideoGame/{{Minecraft}} handles this by using individual blocks to make structures and using [[ProceduralGeneration procedural generation]] to create a near-infinite world.

to:

* 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.
Is there an issue? Send a MessageReason:
None


* ''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.

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 {{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.
Is there an issue? Send a MessageReason:
None


* 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.

to:

* 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.

Changed: 263

Removed: 239

Is there an issue? Send a MessageReason:
None


* 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.
Is there an issue? Send a MessageReason:
None



to:

* VideoGame/{{Minecraft}} handles this by using individual blocks to make structures and using [[ProceduralGeneration procedural generation]] to create a near-infinite world.
Is there an issue? Send a MessageReason:
Link fixes


* ''{{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.
Is there an issue? Send a MessageReason:
None


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.

Top