Cut and Paste Environments: Difference between revisions

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{{examples}}
== [[Film]] ==
* Done in ''[[Cube]]''. Justified since the film took place in a labyrinth of identical cubes, but the filmmakers only had the budget to build one set with five out of the six surfaces. The only difference between each room is the colour and varying traps.
* In ''[[Sky Captain and The World of Tomorrow]]'', toward the beginning of the movie, just after the robots attack Manhattan, Sky Captain lands at his base and drives his plane into a huge hangar. At the top of the doors of the hangar are these huge windows of 8x10 panes. In every window, some of the panes are broken. In every window, it's ''exactly the same panes'' that are broken.
* Early in ''[[Inception]]'', Ariadne and Cobb test out the creation of a dreamworld, at one point folding several city blocks like a sheet of paper. It soon becomes apparent that the dream city consists mostly of the same building copied over and over over again.
** One of the key concepts for an Architect in the dream world is to make the entire environment closed and repetitive, but in such a way as to not arouse suspicion. This is so that the dreamer will believe he or she is still awake and will feel like they're free to wander around, despite being in a closed environment.
 
== [[Live-Action Video Games TV]] ==
* A rare Live Action TV example occurs in ''[[Caprica]]''. As Zoe-A and Philomon travel in the Virtual World, Zoe-A makes note of the repeated objects and discusses the possibilities of a generative software to independently create environments and objects. The idea is that a program that takes the basic pattern of an object (a tree in this example) but build over it would prevent Cut and Paste environments.
** [[Shown Their Work|They know what they're talking about.]] This is an actual trend in game design. Works really well for trees, too.
* Due to the limited flexibility in sets, most levels and rooms of starships/bases/etc are the same set lit differently or filmed from another angle.
** Very noticeable in ''[[Star Trek]]'', especially ''[[Star Trek: Voyager|Voyager]]'' - their science/robotics/engineering labs all look the same, and they are. They are also the sickbay with no beds and blue lighting panels instead of yellow.
*** And before that, many of those sets were rooms on the ''Enterprise''-D on ''[[Star Trek: The Next Generation]]''. And before that, they were rooms on the refit ''Enterprise'' in ''[[Star Trek: The Motion Picture]]'' and its sequels.
* ''[[Mighty Morphin Power Rangers]]'' does this, but it's most of the time just recycling sentai footage.
* In the ''[[Doctor Who]]'' serial ''[[Doctor Who/Recap/S6/E03 The Invasion|The Invasion]]'', the same set is used for two different offices belonging to [[Corrupt Corporate Executive|Tobias Vaughn]], the only difference being the view out of the window. [[Lampshaded]] by the Doctor.
** Whenever the Doctor and friends are traveling through the TARDIS' corridors (especially during the '80s era), it's the Console Room's walls rearranged.
 
== [[Video Games]] ==
* Infamously, the Library level in ''[[Halo: Combat Evolved]]''.
** One might say that the entire campaign would qualify, what with basically having to play the first half of the game over again after the library.
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* In ''[[The Godfather (video game)|The Godfather]]'', New York City only has a few different types of shops and bars and then repeats the same floor plan over and over again so even if you had never been to a building before you already knew the way around.
* ''Hellgate: London'' was criticised for this: with the exception of several unique levels, most of the game's randomised levels were repetitions of about 10 basic tilesets, with identical sewers/streets/dried-out riverbeds/building basements. Perhaps London really is ''that'' boring.
* The 3D ''Zelda'' games have all had an enormous [[Bonus Dungeon]] with some of the toughest battles in the game. The Gerudo's Training Ground in ''[[The Legend of Zelda: Ocarina of Time|The Legend of Zelda Ocarina of Time]]'' was a fairly interesting [[Final Exam Boss|pastiche of other dungeons]] and their puzzles, but ''[[Video Game/The Legend Ofof Zelda: The Wind W Waker|The Legend Of Zelda The Wind W Waker]]'s''{{'}}s Savage Labyrith and ''[[The Legend of Zelda: Twilight Princess|The Legend of Zelda Twilight Princess]]''{{'}} Cave of Ordeals consist of '''fifty''' nearly identical chambers packed with wave after wave of enemies (even worse, ''WW'' required you to fight through 31 rooms for a mandatory [[Plot Coupon]]!). ''TWW'', ''TP'', and ''OoT'' also feature a number of caverns with identical chambers full of puzzles.
** Once you start to explore the Great Sea in ''Wind Waker'', the same interiors start showing up over and over again. The Savage Labyrith at least had some effort put into it - Two other plot coupons from the same quest are found in identical areas, just with a slightly different set of monsters. [[Fridge Logic|And are we really expected to believe those identical ship graveyards formed naturally?]]
* The Adaman Sea level towards the end of ''[[Tomb Raider]]: Underworld'' is a level that is an almost literal copy-paste of a previous level with different weather conditions, people have even noted that the location of many of the enemies is the same (although the fact you have a [[BFG]] at this point at least mercifully means you can breeze through it in a few minutes).
* The [[PlayStation 2]] ''[[Inuyasha]]'' RPG pushed this to its illogical limits. Travel through various areas consisted of about 12-15 individual 'screens', copy-pasted around each other to create these areas, with a few "unique" screens in some areas. Underground areas and towns were mostly exempt from this, though.
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* ''[[Monster Girl Quest Paradox]]'' has deliberate examples. The interiors of the various Tartarus comprise sections of other maps (which can include deserts, forests, beaches or even futuristic settings), all jumbled together with no sense of harmony. This is likely because these are passageways between different universes. The [[Bonus Dungeon|Labyrinth of Chaos]] has each floor as an exact copy of an existing map.
 
== [[Real Film Life]] ==
 
* Done in ''[[Cube]]''. Justified since the film took place in a labyrinth of identical cubes, but the filmmakers only had the budget to build one set with five out of the six surfaces. The only difference between each room is the colour and varying traps.
* In ''[[Sky Captain and The World of Tomorrow]]'', toward the beginning of the movie, just after the robots attack Manhattan, Sky Captain lands at his base and drives his plane into a huge hangar. At the top of the doors of the hangar are these huge windows of 8x10 panes. In every window, some of the panes are broken. In every window, it's ''exactly the same panes'' that are broken.
* Early in ''[[Inception]]'', Ariadne and Cobb test out the creation of a dreamworld, at one point folding several city blocks like a sheet of paper. It soon becomes apparent that the dream city consists mostly of the same building copied over and over over again.
** One of the key concepts for an Architect in the dream world is to make the entire environment closed and repetitive, but in such a way as to not arouse suspicion. This is so that the dreamer will believe he or she is still awake and will feel like they're free to wander around, despite being in a closed environment.
 
== Live Action TV ==
 
* A rare Live Action TV example occurs in [[Caprica]]. As Zoe-A and Philomon travel in the Virtual World, Zoe-A makes note of the repeated objects and discusses the possibilities of a generative software to independently create environments and objects. The idea is that a program that takes the basic pattern of an object (a tree in this example) but build over it would prevent Cut and Paste environments.
** [[Shown Their Work|They know what they're talking about.]] This is an actual trend in game design. Works really well for trees, too.
* Due to the limited flexibility in sets, most levels and rooms of starships/bases/etc are the same set lit differently or filmed from another angle.
** Very noticeable in ''[[Star Trek]]'', especially ''[[Star Trek: Voyager|Voyager]]'' - their science/robotics/engineering labs all look the same, and they are. They are also the sickbay with no beds and blue lighting panels instead of yellow.
*** And before that, many of those sets were rooms on the ''Enterprise''-D on ''[[Star Trek: The Next Generation]]''. And before that, they were rooms on the refit ''Enterprise'' in ''[[Star Trek: The Motion Picture]]'' and its sequels.
* ''[[Mighty Morphin Power Rangers]]'' does this, but it's most of the time just recycling sentai footage.
* In the ''[[Doctor Who]]'' serial ''[[Doctor Who/Recap/S6/E03 The Invasion|The Invasion]]'', the same set is used for two different offices belonging to [[Corrupt Corporate Executive|Tobias Vaughn]], the only difference being the view out of the window. [[Lampshaded]] by the Doctor.
** Whenever the Doctor and friends are traveling through the TARDIS' corridors (especially during the '80s era), it's the Console Room's walls rearranged.
 
 
== Real Life ==
* Recently built subdivisions can tend to look like this, often having only 2 or 3 house designs repeated throughout the entire area.
 
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