Not Drawn to Scale: Difference between revisions

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{{trope}}
{{quote|''"Hi, I’m terrible at perspective. Not with life, but with buildings and materials. So forgive me if I get buildings wrong, I hope I make up for it by getting my perspective on mankind right."''|'''Doug TenNapel''', ''[[Ratfist]]'' [http://ratfist.com/page-3/ page 3]}}
|'''Doug TenNapel''', ''[[Ratfist]]'' [http://ratfist.com/page-3/ page 3]}}
 
As a general rule, the depictions of the size, age, or other aspects of characters and objects in fiction are not particularly consistent. This is thanks in large part due to the fact that artists are not architects—people without the right training often have a difficult time scaling how large some objects are relative to others, and considering how difficult it is to gain this kind of depth perception, it's somewhat understandable that many artists just do the best they can and [[Did Not Do the Research|don't do the research]].
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[[Your Size May Vary]] is a subtrope. [[Bizarrchitecture]] is what happens when an artist deliberately invokes this trope to create an eerie, otherworldly effect as opposed to an [[Off-Model]] one.
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== [[Anime]] and [[Manga]] ==
* Until ''[[Digimon Savers]]'', the English ''[[Digimon]]'' dubs tended to increase the age of characters, also lengthening how long the [[Time Skip]] between ''[[Digimon Adventure]]'' and ''[[Digimon Adventure 02]]'' was to further this end. Fans don't seem to be particularly bothered by this since characters are supposed to reflect the age of audience, and enough characters are [[Competence Zone|modified equally that there is no real change]].
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* Cautionary tale: Bungie hired real architects to design the environments from ''[[Oni]]''. One of the most-cited problems with the game's art direction was that the environments look samey and boring.
** Bungie had previously been known as very [[Game Mod]]-friendly, but the prospect of editing tools was made rather unlikely due to the fact that ''Oni'''s characters were made and animated with 3DS Max and its levels were built with AutoCad. Both are tools of the trade for their respective professions, and both cost thousands of dollars a copy.
* ''[[City of Heroes]]'' suffers from this pretty badly, since the default height in the incredibly robust character creator is nearly 6 feet, and goes all the way up to 8 feet. As a result, characters of realistic height can be dwarfed by civilian NPCs, then there's the great big [[Super Soldier]] whom you keep hitting [[Groin Attack|right in the crotch]]... and then let's not get started on the borderline [[ChaoticChaos Architecture]] that are the indoor building maps.
** To make things worse, the game's own development team can't seem to make heads or tails of their own height system, routinely creating supposedly regular university professors who are nevertheless tall enough to give any NBA player an inferiority complex. Worse still is that even at "normal" size, most cars look so small that a person would have to drive them with his head between his knees. On the other hand, aside from the wildly varying "normal" heights, there really aren't too many things "more giant" than they need to be when it comes to giant monsters.
* More a "game engine designers have no sense of scale" one: in ''[[Pangya]]'', the hole elevation reading is frequently way too large given the visual evidence. Case in point: character standing in bunker just below the green with ball at her feet. Surface of green (and hence hole level) is just above waist height. Hole elevation reading? ''Two point one metres''. Making Hana (a typical schoolgirl), just over ''eleven feet tall''.