About: Space Compression   Sponge Permalink

An Entity of Type : dbkwik:resource/xoykDFxJFBgF02W_HRnEzw==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

The user can compress three-dimensional space and use it for various purposes, such as constructs or blasts.

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rdf:type
rdfs:label
  • Space Compression
rdfs:comment
  • The user can compress three-dimensional space and use it for various purposes, such as constructs or blasts.
  • Sometimes a game's environment is blatantly not to scale. The usual culprits are fantasy RPGs and Wide Open Sandbox games. This freakish distortion of space is becoming more common these days, as the fashion is for photorealistic detail difficult to execute uniformly in a huge world and the banishment of abstractions such as World Maps. Common traits: A subtrope of Acceptable Breaks From Reality for several reasons: May be justified - since gamers would often prefer a small but detailed world, rather than a large empty world full of blank space. Examples of Space Compression include:
dcterms:subject
Row 1 info
  • Compress space.
Row 1 title
  • Power/Ability to:
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Box Title
  • Space Compression
Caption
  • After gaining a special relic, Raziel learned how to compress space into bolts of telekinetic energy.
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  • 350(xsd:integer)
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  • #353839
abstract
  • The user can compress three-dimensional space and use it for various purposes, such as constructs or blasts.
  • Sometimes a game's environment is blatantly not to scale. The usual culprits are fantasy RPGs and Wide Open Sandbox games. This freakish distortion of space is becoming more common these days, as the fashion is for photorealistic detail difficult to execute uniformly in a huge world and the banishment of abstractions such as World Maps. Note, of course, that even in games with a City Map/World Map separation, the scale will still be substantially reduced relative, at least, to the real world. Remember that it was the ninteenth century before 80 days became a plausible amount of time in which to circumnavigate the globe; walking from one side of the World Map to the other would take years in a realistic scale. Heck, walking from one major city to another would take days if not weeks. Common traits: * The distance between settlements is very small, allowing to walk from one village to another in a matter of minutes. * Settlements themselves are very small (but contain all necessary features). Even the largest cities aren't larger than a village in real life. * Forests and deserts aren't more than a few square kilometers large. Fields are so often so tiny that they wouldn't feed even a single person. The amount of space taken by settlements is also larger than in real life. * Mountains aren't really mountains. Just hills. A subtrope of Acceptable Breaks From Reality for several reasons: * Using real-world travel times in a game tends to quickly become tedious. Especially if the player's walking. * Pick your poison: Loads and Loads of Loading so your hardware isn't put under too much strain as you move from one area to the next, or Loads And Loads of Lagging as your hardware bakes itself trying to render it all. In the case of PC games; it's not always a good thing for a game to overload and melt most computers available on the market trying to run it. * Cutting corners to reduce business costs. Making realistically sized worlds and realistically populated cities is Awesome but Impractical without using randomly-generated maps or NPCs to cut corners. It's also a waste of developers' resources to program a realistically sized city when less than one percent of the population is of any relevance to the player. May be justified - since gamers would often prefer a small but detailed world, rather than a large empty world full of blank space. See also Units Not to Scale, Clown Car Base and Thriving Ghost Town. Not to be confused with either use of the phrase "Time Compression". Examples of Space Compression include:
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