Space Compression: Difference between revisions

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** ''[[Star Trek]]: Bridge Commander'' does the same thing, with planets that show as small circles on the area map measured in kilometers.
* In ''[[Animal Crossing]]'', outdoor and indoor maps are square grids. Character interactions with, say, furniture show that each cell of an indoor map is about one meter by one meter in size. But outdoors, an "acre" is 16 cells by 16 cells. If this is intended to call up the standard acre of 4047 m^2, that means each cell is closer to four meters on a side, and the characters [[Units Not to Scale|don't shrink to fit]].
* The [[Battlecruiser 3000AD|''Battlecruiser'', ''Universal Combat'' and ''Galactic Command'' series by 3000AD]] totally averts this trope and pretty much everything is to scale. A planet is literally planet sized and it takes hours if not days to travel around it once. If anything these games lampshade why space compression is one of the [[Acceptable Breaks From Reality]].
* The ''[[Naval Ops]]'' series often uses recognizable locations (say, Sicily and its immediate surroundings) on maps, but completely out of scale with everything else. A well-equipped battleship can easily cruise at 60 knots, which is ridiculously fast in naval terms, but only takes minutes instead of hours to circumnavigate Sicily.
* Totally averted in the ''[[Silent Hunter]]'' saga, where a patrol could take weeks mainly due to the time required to arrive to your destination and to return to your base (plus extra time if you decide to wander around). Excellent examples of this are when you have a type IX submarine and are ordered to patrol the North American coast or the seas near equatorial or south Africa, and the vastness of the Pacific Ocean ('nuff said). They show quite well why time compression is a must on that kind of games.