Video Game Geography: Difference between revisions

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This is a trope with two types:
 
'''Type 1''' has to do with video game [[World Map|World Maps]]s. You might think that the map you're looking at makes pretty good sense until the following [[Fridge Logic]] 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.<ref>Technically, worlds like this have the same ''topology'' as a donut, but not the same ''geometry''. That is, they look the same until you try to measure something, and then they don't anymore. Among other things, a rectangular map of a toroidal world should vary in width at different latitudes (or, equivalently you should move across the map at different speeds horizontally at different latitudes)</ref>. 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|Invisible Walls]]s or the geological equivalent of [[Insurmountable Waist High Fence|Insurmountable Waist High Fences]]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 [[Global Airship|airplanes]].)
* '''Flat and rectangular''': You can't walk off the edge of the map at all thanks to [[Invisible Wall|Invisible Walls]]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|Fantasy World Maps]]s and many [[RPG|RPGs]]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 [[Flat World]], [[Ringworld Planet]] or other exotic [[World Shapes]] - they do exist in games but they're not the reason for this trope.
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=== Action Adventure Games ===
* The SNES game ''[[Terranigma]]'', contains not one, but two world maps - [[Hollow World|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.
* ''[[Tail Concerto]]'' uses the "there's more to the world but you can't go there" method ([[Justified Trope|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|Continuity Cameos]]s in ''[[Solatorobo]]''). [http://www.cc2.co.jp/mamoru/bronx/img/bronx.jpg This map] shows Prairie (''[[Tail Concerto]]'') relative to Nipon (from the ''Mamoru-kun'' games), but leaves out future installments like Shepherd (''[[Solatorobo]]'') and whatever land ''[[Strelka Stories]]'' will be based in.
* ''[[Star Control]] 2'' involves sending landers on planets. The surface of which is cylindrical.
 
=== First-Person Shooter ===
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** Also of note is that the planets (at least in Civilization IV) have ''huge'' polar regions, which might explain why there is little [[Space Compression]] on different latitudes.
** The world of ''[[Civilization]] Revolution'' follows the cylinder definition, and yes, that means fighters and bombers are unable to cross the icy ends.
* ''[[Master of Magic]]'' has cylindrical world map.
 
=== [[Massively Multiplayer Online Role Playing Game|MMORPG]]s ===
* Azeroth in ''[[World of Warcraft]]'' is apparently flat, judging from the fact the sun rises and sets at the same time all around the world. It's also [[Space Compression|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 -- doworld—do you ''really'' want to spend three days on the boat to Northrend?
* ''[[Ultima Online]]'' standard torus world map.
 
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** The mon games have many worlds, though, and they're also toroid. Or, supposedly, since some of them take place on a [[Floating Continent]].
* The world of ''[[Video Game/Hydlide|Hydlide]]'' was a 5 screen by 5 screen toroid.
* The titular setting of ''[[Might and Magic]] 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|Flat Worlds]]s (in IV and V's case, opposite sides of the ''same'' world).
 
=== Shoot Em Ups ===
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=== Shooters ===
* [[Fury 3³]] maps are donut-shaped, apparently, despite them supposedly taking place over a small portion of a spherical planet's surface.
 
=== Simulation Games ===
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== Type 2 Examples ==
=== Action Adventure Games ===
* Averted in ''[[The Getaway]]'' series, the makers prided themselves that you could navigate your way through the game using a [[Real Life]] 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.
 
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* In the expansion for the first [[Call of Duty]] 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.
 
=== [[Massively Multiplayer Online Role Playing Game|MMORPG]]s ===
* ''[[World of Warcraft]]'' 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.
 
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* ''[[Shadow Hearts]]'': From the New World 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 ''[[Dragon Quest VIII]]''. 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 ''[[Ultima]]'' games also did this--thethis—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.
 
=== Stealth-Based Games ===
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=== [[Web Comics]] ===
* Spoofed in ''[[RPG World]]'', 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 ''[[Adventurers!]]'' (where RPG clichés have precedence over realism), a scientist makes the alarming discovery that [https://web.archive.org/web/20130613080624/http://adventurers.keenspot.com/d/0345.html it is impossible for the world to be round].
 
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[[Category:Acceptable Breaks From Reality]]
[[Category:Video Game Tropes]]
[[Category:Video Game Geography]]
[[Category:CRPG Tropes]]
[[Category:{{PAGENAME}}]]