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Chaos Architecture

 Chaos Architecture
type
FeatureClass
 Chaos Architecture
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Chaos Architecture
 Chaos Architecture
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ChaosArchitecture
 Chaos Architecture
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A TV show usually has a number of recurring locations: the protagonist's house, his workplace, the Local Hangout, you name it. Soon enough, the appearance of these locations becomes very familiar to the viewer... until this trope happens.
This is sort of a The Other Darrin, but for sets: a location, which is said to be the same we know is now represented by a different set. It goes beyond a simple redecoration: the interior is completely different, as if someone destroyed a building from the inside and rebuilt it with a different layout in mind. And for more cognitive dissonance, there is no explanation for the change, the outside shot remains the same and the characters act like they don't even notice it.
This often happens between an unaired pilot and the actual pilot (no examples for this case, please), between the pilot and the second episode, and between a season finale and the next season premiere.
This trope can also be seen in Video Games when a location that is available in multiple games in one series changes considerably between two games without any in-story justification. This is one of the Acceptable Breaks from Reality as no-one wants to explore the same actual area game after game (unless the gameplay is focused away from level layout). A clever game designer make things look different by changing the various Insurmountable Waist Height Fences and Invisible Walls, but often it's as if someone just tore down buildings and geography and rebuilt them from scratch, in different locations. If a Justified Trope, it's because something changed (or blew up) the world on a fundamental level.
For aversions, see Remixed Level, Hard Mode Filler, and good old fashioned Backtracking.
Roguelike games usually feature Chaos Architecture as part of the genre, in the form of randomly generated dungeons.
See also Bag of Spilling, Expansion Pack World. Do not confuse with Bizarrchitecture or Alien Geometries (though the latter may be used as an in-universe justification). Not related to The Maze.
 Chaos Architecture
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2023-11-07T20:15:35Z
 Chaos Architecture
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2023-11-07T20:15:36Z
 Chaos Architecture
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 Chaos Architecture
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Always Visible (Fanfic)
 Chaos Architecture
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DBTropes
 Chaos Architecture / int_10ddd3d5
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Chaos Architecture
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It happens when you visit dungeons from earlier games. Twilight Princess has the the Forest Temple, the Water Temple and the Temple of Time from Ocarina Of Time while A Link Between Worlds has the Eastern Palace, the Desert Palace and the Tower of Hera from A Link To The Past and they all have drastically different architecture (although the Eastern Palace's layout is loosely based on the original's).
 Chaos Architecture / int_10ddd3d5
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 The Legend of Zelda: Twilight Princess (Video Game)
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Chaos Architecture / int_10ddd3d5
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Chaos Architecture
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It's also averted in The Legend of Zelda: A Link Between Worlds, where the world matches up quite well with the world from A Link to the Past.
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Chaos Architecture / int_110dcdca
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Chaos Architecture
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In Dreamfall: The Longest Journey, the sequel to The Longest Journey, Zoe goes to the starting area of the first game and it is very similar in layout to the old game except with a bit more details that would supposedly have been between the area transitions of the first game. Most other changes were justified by the fact that the neighborhood since the first game also went from being a bohemian artsy neighborhood to a run down slum in the 15 years between Dreamfall and The Longest Journey and what made that area interesting was seeing how it changed. We also go to see the upper floors of the border house, April Ryan's home in the first game.
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Chaos Architecture / int_11292d9c
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Chaos Architecture
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In Arena, every province is visited. When later games show those provinces, they often look quite a bit different. Some tiny villages are now huge cities, some huge cities are now gone without a trace, some huge cities have popped up where there weren't any previously, and the ones that remain often have very different layouts and appearances than they did in Arena. In-universe, if the discrepancy is mentioned at all, one of the series' reality warping Time Crash events is usually blamed in the Cosmic Retcon fashion.
 Chaos Architecture / int_15a26aad
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Chaos Architecture / int_15a26aad
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Chaos Architecture
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Starcraft:
When you recapture Korhal in the Zerg campaign of the expansion, Mengsk specifically says he's putting his capital in the same place as before, but the missions there are on very different maps.
Korhal is harder to justify; but if you squint really hard, the final terran stronghold at the bottom left edge of the map in mission 4 of the Zerg campaign sorta looks like the top right edge of Mengsk's base in terran mission 5 (where his command center is at).
The Brood War Overmind's location in Brood War changes completely from map to map. In Protoss 5, it is below a large cliff, on a large flat area, with a lava river northwest. In Terran 8, the Overmind is on top of a large plateau, with no terrain changes or lava for some distance. In Zerg 8, it is on a small, north/south oriented plateau.
Somewhat justified after the Protoss mission; you can temporarily kill the Overmind, and it might have respawned in a different spot without Khalis as a beacon.
The Area where the overmind sets itself up at the end of the original game zerg campaign is very different from where the protoss fight it in their campaign.
Well, it did come down as a meteor, perhaps the strike was powerful enough to reshape local geography.
One exception: There is a bit of continuity with the Xel'Naga temple. Looking carefully at the mission 8 map, the Protoss staging area from mission 3 has now become a zerg base and the top edge of the temple island is what you originally invaded in the former mission. Why the Zerg have retaken the temple from you in the intervening time or why you're attacking from the other side is never addressed though.
Both the Zerg taking over and the absence of a Protoss base in the old position can be justified by the coup which took place in the meantime.
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Chaos Architecture
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The living room and the kitchen of the Banks' house in The Fresh Prince of Bel-Air completely changed after the first season - most notably they were no longer separated by a door, the living room was much larger, and both rooms now had an exit to the garden.
 Chaos Architecture / int_18acb3a5
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Chaos Architecture / int_18acb3a5
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Chaos Architecture
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Dragon Age:
Dragon Age: Origins and Dragon Age II more-or-less avert this; the sequel takes place in an entirely separate part of the world, pretty much a kingdom and a half away. Dragon Age II features not one but two timeskips, and most of Kirkwall stays the same with just minor changes (for instance, a manor that had the north wing blocked off now has the south wing blocked off, etc.) This includes certain things you'd EXPECT to change... Fenris, for instance, never bothers to so much as pick up the scattered debris — or even corpses — from "his" house's previous owner's hasty exit.
Played straight in Dragon Age: Inquisition, however. The two returning locations from Origins, Haven and Redcliffe village, look entirely different from their depictions in Origins. Not only have buildings changed places and moved around, the geography is completely different as well. Haven at least might be justified as the Chantry moving in after the dragon cultists from Origins cleared out and rebuilt the place as a sanctuary for pilgrims traveling to the Temple of Sacred Ashes. Redcliffe, however, has no explanation
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Chaos Architecture / int_1aacbbc9
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Chaos Architecture
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The interior of the Upton house in Misfile. It seems to change every 3rd or 4th time we see it.
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Chaos Architecture / int_1b71921c
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Chaos Architecture
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The pilot of The Cosby Show used a very generic living room set, although the adjacent kitchen and other rooms are the same as used in the rest of the series, with a bit of redecorating.
 Chaos Architecture / int_1ed2c571
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Chaos Architecture
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The geography of Arda (particularly Middle Earth) changes significantly several times between (and within) The Silmarillion and The Lord of the Rings. The world is said to have suffered severe alterations during the struggle between Melkor and the Valar (including the catastrophic destruction of two mountains at both ends of the world, which in turn led to widespread destruction by fire, and the desolation of the original homeland of the Valar; the destruction of Melkor's first fortress also had severe consequences). The War of Wrath at the end of the First Age led to the continent of Beleriand being almost completely ruined and sunken (only a small portion of its eastern edge remained). The maps in The Silmarillion and The Lord of the Rings may seem to depict a similar western edge of a continent, but the latter actually shows the part to the right of the area shown in the first, with the edge having moved back a huge amount to the east. And the most severe modification was towards the end of the Second Age, where not only was the island of Númenor sunk (which in turn caused severe seismic effects across Middle Earth), but the actual shape of the world was changed; the continent of Aman was removed from Arda, and the formerly Flat World was made into a sphere.
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Chaos Architecture
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Ancient Domains of Mystery has considerably more depth than your standard Roguelike game, and provides a plot explanation for the in-game Chaos Architecture. One particularly Chaos-ridden dungeon actually has no bottom, and it continues to evolve for as long as you care to explore it.
 Chaos Architecture / int_1f170d5e
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Chaos Architecture / int_1f170d5e
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Chaos Architecture
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Kingdom Hearts II re-uses many of the same "worlds" as the original, but with radically different layouts. Even specific locations within the worlds, such as the Bazaar in Agrabah, are redesigned. It's also justified for Hollow Bastion, because it was a Doomed Hometown and the past residents had spent the year in between games moving back in and renovating.
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Chaos Architecture
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The Master Emerald switched locations between Sonic 3 & Knuckles and Sonic Adventure. It was originally in an underground shrine but is now out in the open near Mystic Ruins.
 Chaos Architecture / int_20e8e9bd
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 Sonic 3 & Knuckles (Video Game)
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Chaos Architecture
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The Wolfram & Hart building in Angel has no less than three completely different versions of its interior. While the first transformation (between the Season 4 episodes "Habeas Corpses" and "Home") is somewhat justified and certainly noticed, the second one (between the Season 4 finale "Home" and the Season 5 premiere "Conviction") is not.
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Chaos Architecture
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The Hub in That '70s Show looked completely different in the pilot, complete with a western theme.
In the Sequel Series That '90s Show, the Runks' (formerly Pinciottis') house has a completely different kitchen and Gwen's (formerly Donna's) room somehow migrated from the second floor to the first.
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 That '70s Show
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Chaos Architecture
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The .hack// installments that occur after //tasogare no udewa densetsu make use of a second The World after the first crashed permanently — with all new versions of old areas.
 Chaos Architecture / int_25305527
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Chaos Architecture / int_25305527
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Chaos Architecture
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The Simpsons household is somewhat notorious for this, particularly one door below the stairs which can be a closet or the basement depending on the episode. The upstairs floor plan is also difficult to work out.
Notable in the "Your Baby Is Dead!" scene, where a central upstairs window appears incongruously above the front door just so that Maggie can fall out of it.
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Chaos Architecture
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Outer Haven is explained to be the same class of ship as Arsenal Gear from the end of Metal Gear Solid 2: Sons of Liberty, but the overall layout is not nearly as trippy and confusing as it was back then - then again, when we see profile shots of the ship, it also looks nothing like what we've been shown a normal Arsenal Gear looks like, so it could be differences between the prototype and production models.
 Chaos Architecture / int_26674ed5
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 Metal Gear Solid 2: Sons of Liberty (Video Game)
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Chaos Architecture / int_26674ed5
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Chaos Architecture
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Eureka had the inside of Global Dynamics change MASSIVELY between the pilot and the actual series.
 Chaos Architecture / int_27777760
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 Eureka
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Chaos Architecture / int_27777760
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Chaos Architecture
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The Full House house is inconsistent with the way its two stories are portrayed. Look carefully at the scenes in the upstairs hallway and you'll notice that the stairway is at a right angle, which would make the second floor wider than the first (which is impossible considering how the house looks from the outside). Also consider the kitchen stairway, which is on line with the living room stairway and should be on the other end of the upstairs hallway, also impossible if you consider the above.
 Chaos Architecture / int_2858b08a
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Chaos Architecture / int_2858b08a
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Chaos Architecture
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Thomas & Friends suffered from this due to its use of live model animation. As each set was dismantled at the end of a season's filming, it would be reconstructed for the next one with whatever changes were required. Certain geographical locations that couldn't be dismantled, like Gordon's Hill, vary wildly from season to season.
 Chaos Architecture / int_28c6afce
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Chaos Architecture / int_28c6afce
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Chaos Architecture
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Guild Wars and Guild Wars 2 take place in the same world, with lots of locations shared between the two. Landscapes have changed and some small villages (notably Beetletun) have prospered between games. Changes are largely justified though - 250 years have passed between games, and the rise of the Elder Dragons have caused shifts to the layout of different regions. Lots of newly-named areas exist, but when comparing the maps from the two games, many are found in areas that weren't accessible in the first game.
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Chaos Architecture / int_2a04866b
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Chaos Architecture
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Mama's Family:
The number of bedrooms in the Thelma's house shrinks between the second and third seasons:
In the first two seasons, Thelma's house has three bedrooms, an attic that functioned as a fourth bedroom, and a basement that was a combination den/fifth bedroom. Thelma had the Master Bedroom, her sister Fran had the second bedroom. Thelma gave the smallest bedroom to granddaughter (Vinton's daughter) Sonya. Grandson Buzz (Vinton's son) was given the attic. Vinton got the basement, and was later joined there by his second wife Naomi.
When the show went to domestic syndication, Thelma's gave grandson Bubba (Eunice's son) her now deceased sister Fran's room. Vinton and Naomi complain about remaining in the basement and not getting an upstairs bedroom. Considering Sonya and Buzz left for college, their bedroom and attic room should have be open for Vinton and Naomi (or Bubba).
The basement room also changes between the second and third seasons. In the first two seasons it's an entirely finished room, with wood paneled walls. As of the third season, it's only partially finished with only framing separating the bedroom from the furnace and hot water heater.
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Chaos Architecture / int_2aa31308
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Chaos Architecture
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Can be seen in a variety of areas between the original Tomb Raider game and Tomb Raider: Anniversary. One of the most striking is a fire puzzle in Palace Midas: what was little more than a sewer with a few flaming pillars that were laughably easy to hop across in the original, became a gigantic room filled with ornate rotating platforms spewing jets of flame in all directions. A more jarring example: Lara's mansion looks quite different in every game, ending up looking something like The Movie version in Tomb Raider: Legend.
 Chaos Architecture / int_2c71840f
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Chaos Architecture
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Justified in Shin Megami Tensei: Persona 3, with Tartarus, as it, like the shadows, breaks down at the end of every midnight hour, and thus comes back at the start of the next midnight hour, meaning that there is a likely chance of the tower, besides important points such as the entrance, will completely change in their layout. They also state/imply (could be wrong on this) that the tower is a shadow as well, and that would add a more reasonable justification for the change, as all shadows are based on human emotion and events day to day change there would be reason for the tower, one of the largest shadows, to change.
Similarly justified with Persona 5. The sprawling underground dungeon of Mementos has completely randomized floors outside of the entrance, rest stops and end platforms between paths. Morgana, on your first visit, outright states that with Mementos being the shared palace of the general public, it has the fused cognition of a countless number of people, and as such is always shifting around.
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When you go back to Tristram in Diablo II, it's mostly the same, though the bridge is ruined so you can't get across the river. Even Wirt's body and Cain's cage are in roughly the same place the characters were in the original game. In Diablo III, however, the locations of a number of structures change places from where they were in D1.
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Chaos Architecture
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Averted in Golden Sun, which takes place on one and a half continents, while Golden Sun: The Lost Age takes place all over the world except those one and a half continents. There is one small strip of coast on the original continent accessible in the second game, but the dungeon involved wasn't accessible in the original.
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Borderlands 2 averts this at the very end: one of the final areas of the game (Arid Nexus: Badlands) is actually the first area of the original Borderlands, with any changes justified by the fact that the local Mega-Corp took over the area.
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In 8-Bit Theater, this is mentioned by name, as quite a dramatic change has ensued: "Garland's Clubhouse", as it appears in the beginning, has restructured itself into a true "Temple of Fiends" with Drizzl leading the Dark Warriors. Black Mage analyzes and controls the magic that dictates the architecture when he becomes leader of the Dark Warriors, as well, giving himself his own comfortable bedrooms while the other members get virtual torture chambers.
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This also happens between Batman Begins and The Dark Knight. In Begins, Gotham is much more Gothic/fantasy-looking. In TDK, it looks like...Chicago. Justified, since the most surreal vistas belong to the Narrows, an area based on the slums of Hong Kong, which is effectively destroyed at the end of Begins. Other than that there is no great change between the films.
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Additionally, Strong Bad's Cool Game for Attractive People uses a consistent layout... that contradicts most if not all of the toons. The most egregious example is putting the entrance to Strong Bad's computer room on the opposite side from where it has always been (first runner-up is probably making Strong Mad's room only accessible via the bathroom, which defies all known laws of building design in addition to continuity).
The game lampshades this almost immediately in the first episode: As you learn about new locations, you're allowed to place them anywhere you like on the map. Strong Bad's house can be next door to or far from any other location without affecting gameplay.
In the second episode, the map is taken away, and Strong Bad switches to using the discarded game board from a Risk-esque strategy game. This time, though, the placement of locations matter. But since when was the King of Town's castle visible from Marzipan's back yard?
 Chaos Architecture / int_34e0e9fc
featureApplicability
1.0
 Chaos Architecture / int_34e0e9fc
featureConfidence
1.0
 Strong Bad's Cool Game for Attractive People (Video Game)
hasFeature
Chaos Architecture / int_34e0e9fc
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Chaos Architecture
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A few sets have been changed radically on Neighbours, most obviously Number 30 Ramsey St, which was rarely seen in 1985 and seemingly unoccupied until 1988. Another was Daphne's restaurant which was completely changed at the start of 1986. Both examples are the result of the sets being destroyed after Channel 7 cancelled the series, although the main three houses at the time were recreated more closely by Channel 10.
 Chaos Architecture / int_36807c5d
featureApplicability
1.0
 Chaos Architecture / int_36807c5d
featureConfidence
1.0
 Neighbours
hasFeature
Chaos Architecture / int_36807c5d
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type
Chaos Architecture
 Chaos Architecture / int_39cb5e47
comment
Donkey Kong Island went through some minor changes between Donkey Kong Country and Donkey Kong 64, being a bit scaled down and empty due to technical limitations but still clearly the same island. Then Donkey Kong Country Returns made a huge change to the place, removing the likeness of DK's face from the mountain, melting the icy summits and adding a huge volcano and prehistoric world.
 Chaos Architecture / int_39cb5e47
featureApplicability
1.0
 Chaos Architecture / int_39cb5e47
featureConfidence
1.0
 Donkey Kong Country (Video Game)
hasFeature
Chaos Architecture / int_39cb5e47
 Chaos Architecture / int_39fe00f1
type
Chaos Architecture
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comment
Played straight in Dragon Age: Inquisition, however. The two returning locations from Origins, Haven and Redcliffe village, look entirely different from their depictions in Origins. Not only have buildings changed places and moved around, the geography is completely different as well. Haven at least might be justified as the Chantry moving in after the dragon cultists from Origins cleared out and rebuilt the place as a sanctuary for pilgrims traveling to the Temple of Sacred Ashes. Redcliffe, however, has no explanation
 Chaos Architecture / int_39fe00f1
featureApplicability
1.0
 Chaos Architecture / int_39fe00f1
featureConfidence
1.0
 DragonAgeInquisition
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Chaos Architecture / int_39fe00f1
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Chaos Architecture
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Shantae series:
The layout of Scuttle Town changes with every game. For example, Sky's Hatchery and the Item Shop are separate buildings in Risky's Revenge, different rooms in one large multi-storey building in Pirate's Curse, and separate buildings again in Half-Genie Hero. A possible justification is that it keeps being rebuilt every time it's being invaded (which is almost always at the start of each game).
Shantae and the Pirate's Curse brings back some areas from Shantae: Risky's Revenge, but since the main action now takes place in new islands, the returning areas are massively simplified. The Pumpkin Field and Lilac Field are combined into the Scarecrow Field. The Tangle Forest is only one screen instead of the large, multi-layered area in the previous game. The Mayor's Seaside Retreat was at the end of a lengthy obstacle course, but now it's just a short walk away from Shantae's lighthouse.
 Chaos Architecture / int_3a64aba3
featureApplicability
1.0
 Chaos Architecture / int_3a64aba3
featureConfidence
1.0
 Shantae (Video Game)
hasFeature
Chaos Architecture / int_3a64aba3
 Chaos Architecture / int_3b34143f
type
Chaos Architecture
 Chaos Architecture / int_3b34143f
comment
In the first Harry Potter book, it's stated that the architecture of Hogwarts magically changes around from time to time - staircases move, steps vanish, doors don't always open and sometimes pretend to be solid walls. J. K. Rowling has explained that she established this early on as a ready-to-fire justification in case this problem ever manifested itself, which, of course, it did. See the Film entry above.
 Chaos Architecture / int_3b34143f
featureApplicability
1.0
 Chaos Architecture / int_3b34143f
featureConfidence
1.0
 Harry Potter
hasFeature
Chaos Architecture / int_3b34143f
 Chaos Architecture / int_3b7abee2
type
Chaos Architecture
 Chaos Architecture / int_3b7abee2
comment
On a wide scale: The layout of Black Mesa in the original Half-Life game seems to be a huge, sprawling complex, but if you actually lay the maps end to end, they twist back over themselves several times.
 Chaos Architecture / int_3b7abee2
featureApplicability
1.0
 Chaos Architecture / int_3b7abee2
featureConfidence
1.0
 Half-Life (Video Game)
hasFeature
Chaos Architecture / int_3b7abee2
 Chaos Architecture / int_3cd90f30
type
Chaos Architecture
 Chaos Architecture / int_3cd90f30
comment
Both the model house and Lucille's apartment in Arrested Development have different layouts in the pilot.
In seasons 1-3, the corridor outside Lucille's apartment is an L-shape, with Lucille's door at the corner and Lucille 2's slightly down one corridor. In season 4, the corner has disappeared and the two Lucilles are now at the end of the hall.
 Chaos Architecture / int_3cd90f30
featureApplicability
1.0
 Chaos Architecture / int_3cd90f30
featureConfidence
1.0
 Arrested Development
hasFeature
Chaos Architecture / int_3cd90f30
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type
Chaos Architecture
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The skyline in The Dark Knight Rises plays this straight. It was filmed in Pittsburgh and New York City and makes no attempt to disguise the fact. We see the Empire State Building, the Brooklyn Bridge, and the Freedom Tower in the backgrounds. Hell, in one scene, Gotham suddenly turns into downtown Los Angeles with its steep street hills!
 Chaos Architecture / int_3e374b30
featureApplicability
1.0
 Chaos Architecture / int_3e374b30
featureConfidence
1.0
 The Dark Knight Rises
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Chaos Architecture / int_3e374b30
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type
Chaos Architecture
 Chaos Architecture / int_3e5c6c5a
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One thing that seems to be becoming consistent in the Mushroom Kingdom is the front garden of Peach's Castle. Super Mario 64, Mario Kart 64, and Super Mario Galaxy all feature nearly identical versions of the front garden, except that in Galaxy, some of the further back parts are closed off and the cannon is gone.
 Chaos Architecture / int_3e5c6c5a
featureApplicability
1.0
 Chaos Architecture / int_3e5c6c5a
featureConfidence
1.0
 Super Mario 64 (Video Game)
hasFeature
Chaos Architecture / int_3e5c6c5a
 Chaos Architecture / int_3e5de40b
type
Chaos Architecture
 Chaos Architecture / int_3e5de40b
comment
The hospital in Scrubs looked completely different between the pilot and second episode. Interestingly, the same building is used in a number of other shows, notably Childrens Hospital note Yes, the punctuation is deliberately wrong. at the moment. They've remodeled the inside and avoid shooting rooms in the same way Scrubs did to avoid it feeling too similar.
 Chaos Architecture / int_3e5de40b
featureApplicability
1.0
 Chaos Architecture / int_3e5de40b
featureConfidence
1.0
 Scrubs
hasFeature
Chaos Architecture / int_3e5de40b
 Chaos Architecture / int_4110f1d0
type
Chaos Architecture
 Chaos Architecture / int_4110f1d0
comment
Baten Kaitos Origins has the same towns and world map as the first game, but most of the dungeons from the first game are inaccessible and new ones can be found in areas that were empty or inaccessible in the first game.
 Chaos Architecture / int_4110f1d0
featureApplicability
1.0
 Chaos Architecture / int_4110f1d0
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1.0
 Baten Kaitos (Video Game)
hasFeature
Chaos Architecture / int_4110f1d0
 Chaos Architecture / int_41cc1c3a
type
Chaos Architecture
 Chaos Architecture / int_41cc1c3a
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New Mombasa got changed the most between Halo 2 and Halo 3: ODST, with the city being far more realistic and detailed in the latter. This is because of the updated game engine of ODST, as well as the fact that ODST's entire setting is in the city, whereas New Mombasa took up all of two levels in Halo 2.
 Chaos Architecture / int_41cc1c3a
featureApplicability
1.0
 Chaos Architecture / int_41cc1c3a
featureConfidence
1.0
 Halo 3: ODST (Video Game)
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Chaos Architecture / int_41cc1c3a
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Chaos Architecture
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Golden Sun: Dark Dawn: The geography of Angara and presumably all of Weyard is radically altered by the events at the end of The Lost Age. This conveniently solves the problem of the entire world being more or less explored out by the end of the GBA games. How come we didn't see all these ancient kingdoms in the previous games? The Golden Sun did it. The Golden Sun effectively overdosed the world on magic. When that happened, everything changed. Mountain ranges shot up, an active volcano was bulldozed by its power, waterfalls between different levels of the same ocean sprung up... and a good portion of the eroded world was restored. It's implied that all of the old technology was excavated from the restored lands following the Golden Sun's rise.
 Chaos Architecture / int_4407fa9a
featureApplicability
1.0
 Chaos Architecture / int_4407fa9a
featureConfidence
1.0
 Golden Sun: Dark Dawn (Video Game)
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Chaos Architecture / int_4407fa9a
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Chaos Architecture
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In The Fairly Oddparents, the size of Timmy's bedroom enlarges in almost every episode. One episode leaned on the fourth wall and addressed this, when Timmy apparently made some kind of wish, resulting in the entire country of Japan appearing in his room. In the middle of the madness, Timmy stopped in skepticism and questioned how his room was big enough to fit an entire country inside.
 Chaos Architecture / int_453a04b0
featureApplicability
1.0
 Chaos Architecture / int_453a04b0
featureConfidence
1.0
 The Fairly OddParents!
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Chaos Architecture / int_453a04b0
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Chaos Architecture
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When Samus revisits Zebes in Super Metroid, all that's left of the original architecture is a little bit of the initial chamber and the remains of Mother Brain's original jar. Except for Ridley still being in lower Norfair, there are no other analogues to the original game.
 Chaos Architecture / int_45501b8c
featureApplicability
1.0
 Chaos Architecture / int_45501b8c
featureConfidence
1.0
 Super Metroid (Video Game)
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Chaos Architecture / int_45501b8c
 Chaos Architecture / int_457b671e
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Chaos Architecture
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The architecture of CTU in 24 changes several times over the course of the series.
During the jump from the pilot episode (which was filmed months before any other episodes were commissioned) to the entirety of season one, the office added several more cubicles and additional rooms that weren't previously seen.
During the jump to season 3 to season 4, the entire layout of the office changes into a much more open-space setting, with a situation room located right next to the office cubicles (instead of in its own wing, as before), and different layouts of video monitors, decor and architecture.
It’s potentially justified in regards to the interior of CTU LA. The building takes heavy damage from a bomb during Day 2. There was a three year Time Skip going into the third season with the building mostly the same. It's not until Day 4 that the building has been fully changed. One fan theory is that it was renovated over time and that due to the nature of it being the regional headquarters of a major government building that it wasn't as simple as shutting the place down and relocating during the work. From the fourth season until the final season in Los Angeles the main CTU set was unchanged and remained consistent. Special note should be given to the situation room and the office of the agent in charge. The locations of both places on the main floor of CTU have been consistent since Day 1. A straighter example of this trope comes into play when you look at the exterior of the building. At some times CTU has had a typical multistory garage. At others it's had a fairly wide open parking lot.
 Chaos Architecture / int_457b671e
featureApplicability
1.0
 Chaos Architecture / int_457b671e
featureConfidence
1.0
 24
hasFeature
Chaos Architecture / int_457b671e
 Chaos Architecture / int_46518682
type
Chaos Architecture
 Chaos Architecture / int_46518682
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The eponymous street in Sesame Street has been remodelled several times, with various degrees of plausiblity, but the most notable example is the "Around the Corner" era (1993-1997), where it suddenly turns out that the street continues further than we've previously seen. And later, when the new locations test poorly with the core audience, it doesn't.
 Chaos Architecture / int_46518682
featureApplicability
1.0
 Chaos Architecture / int_46518682
featureConfidence
1.0
 Sesame Street
hasFeature
Chaos Architecture / int_46518682
 Chaos Architecture / int_49a87cb3
type
Chaos Architecture
 Chaos Architecture / int_49a87cb3
comment
So many places in Final Fantasy VII between the original game and the Compilation. Kalm town. The Shinra Mansion, especially the basement... there are probably more.
 Chaos Architecture / int_49a87cb3
featureApplicability
1.0
 Chaos Architecture / int_49a87cb3
featureConfidence
1.0
 Final Fantasy VII (Video Game)
hasFeature
Chaos Architecture / int_49a87cb3
 Chaos Architecture / int_49ad83ee
type
Chaos Architecture
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Many environments in World of Warcraft look nothing like the way they appeared in the RTS games, and the geography of the world itself was fundamentally altered over the course of the series (ironically, the geography of Lordaeron and Draenor/Outland ended up closer to Warcraft II than Warcraft III, which can be explained by assuming that the loading screens in the latter are massively stylized). The geography of Azeroth has also changed within the game itself over time:
 Chaos Architecture / int_49ad83ee
featureApplicability
1.0
 Chaos Architecture / int_49ad83ee
featureConfidence
1.0
 World of Warcraft (Video Game)
hasFeature
Chaos Architecture / int_49ad83ee
 Chaos Architecture / int_4b9f33f5
type
Chaos Architecture
 Chaos Architecture / int_4b9f33f5
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Massively averted by British newspaper comic The Perishers, at least when drawn by its original artist Dennis Collins in the 60s and 70s. The layout of the characters' home town was so consistent it might have been based on a real town. Having said that, the interior of Wellington's disused train station often looked bigger than the exterior.
 Chaos Architecture / int_4b9f33f5
featureApplicability
-1.0
 Chaos Architecture / int_4b9f33f5
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1.0
 The Perishers (Comic Strip)
hasFeature
Chaos Architecture / int_4b9f33f5
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Chaos Architecture
 Chaos Architecture / int_4be3aedd
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Zordon's Command Center looks very different in Mighty Morphin' Power Rangers than it does in The Movie. The Power Chamber also looks completely different in Zeo than it does in Turbo.
 Chaos Architecture / int_4be3aedd
featureApplicability
1.0
 Chaos Architecture / int_4be3aedd
featureConfidence
1.0
 Mighty Morphin' Power Rangers
hasFeature
Chaos Architecture / int_4be3aedd
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type
Chaos Architecture
 Chaos Architecture / int_526d4c5c
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Knights of the Old Republic and its sequel:
Averted in the sequel when revisiting Dantooine, a key planet in the original game. The area was left almost identical to the way it was in the original game, though the Jedi Academy is now in ruins, and the colony's other buildings were repurposed by new colonists (and were much closer to each other than originally). The player's ship, the Ebon Hawk, was also identical to its original appearance.
Korriban was also the same, with the Sith Academy in ruins. The grounds outside Korriban, however, were very much smaller then they were in the first game.
The Valley of the Dark Lords on Korriban changed between game series, too. In Jedi Knight: Jedi Academy, chronologically about four thousand years later, it was in ruins, but that could not explain the changes of layout, especially inside the tomb of Marka Ragnos or that the other tombs around it are not visible. Of course, these games were otherwise unrelated, set thousands of years apart, of different genres (Academy is a First-Person Shooter), and not made by the same people (BioWare for KOTOR vs. Raven Software for Academy). A good comparison is on this page of a Knights of the Old Republic II Let's Play. In Star Wars: The Old Republic it has a third completely different layout.
 Chaos Architecture / int_526d4c5c
featureApplicability
-1.0
 Chaos Architecture / int_526d4c5c
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1.0
 Knights of the Old Republic (Video Game)
hasFeature
Chaos Architecture / int_526d4c5c
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Chaos Architecture
 Chaos Architecture / int_53bd0aaf
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Invoked with C'hou of With Strings Attached and C'hou of The Keys Stand Alone: The Soft World. They're so radically different that only the shapes of the continents and the four moons are the same. For a while the four are convinced they're on an alternate C'hou, until they find out that the Pyar gods changed everything to make the place more homelike for the G'heddi'onians. It's because they're unknowingly in a giant telepathic MMORPG based on C'hou. When they leave the gameworld and enter the real C'hou, everything is back to normal, except for changes that time has wrought over the last six years.
 Chaos Architecture / int_53bd0aaf
featureApplicability
1.0
 Chaos Architecture / int_53bd0aaf
featureConfidence
1.0
 With Strings Attached / Fan Fic
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Chaos Architecture / int_53bd0aaf
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Chaos Architecture
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Grand Theft Auto:
The series series has three Liberty Cities: the one from the original game, the one from Grand Theft Auto III and Grand Theft Auto: Liberty City Stories, and the one from Grand Theft Auto IV. All are supposed to be New York City stand-ins.
Vice City was also a level in the original GTA, it's nothing like in the eponymous game. San Andreas appeared in the first GTA, too, but that one is obviously not referring to the same place as in GTA: San Andreas, as the former is a city and the latter is a state. Such naming conflicts are Truth in Television. Grand Theft Auto V takes place in a new Los Santos that, while retaining a few locations from the GTA: SA version as Mythology Gags, is otherwise completely different.
It's completely justified because they all take place in different canons; the next four games after III having explicit ties to that one and to each other was the exception for the series at that point.
 Chaos Architecture / int_5425ce75
featureApplicability
1.0
 Chaos Architecture / int_5425ce75
featureConfidence
1.0
 Grand Theft Auto (Video Game)
hasFeature
Chaos Architecture / int_5425ce75
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Chaos Architecture
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Dr Mary Albright and Dr Dick Solomon's office in 3rd Rock from the Sun is completely remodeled (with no comment from the characters whatsoever) between the pilot and the second episode; even the door is on the opposite side of the set.
 Chaos Architecture / int_5562da6a
featureApplicability
1.0
 Chaos Architecture / int_5562da6a
featureConfidence
1.0
 3rd Rock from the Sun
hasFeature
Chaos Architecture / int_5562da6a
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Chaos Architecture
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Resident Evil. Many of the games criss-cross the same territory covered in previous missions and or games. Different branching paths are explained by the after-effects of previous zombie battles or the puzzle-mad craziness of the city's founders.
 Chaos Architecture / int_57ad0c07
featureApplicability
1.0
 Chaos Architecture / int_57ad0c07
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1.0
 Resident Evil (Franchise)
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Chaos Architecture / int_57ad0c07
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Chaos Architecture
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The map in Sonic Forces contradicts previous games. For example, Green Hill Zone is landlocked when it was originally on an island.
 Chaos Architecture / int_588b7241
featureApplicability
1.0
 Chaos Architecture / int_588b7241
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1.0
 Sonic Forces (Video Game)
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Chaos Architecture / int_588b7241
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Chaos Architecture
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The Chaos Landscape between Dawn of the New World and Tales of Phantasia may seem extreme, as Olive, the desert oasis town in the latter game, is nowhere near Triet's location in the former, instead ending up somewhat closer to Asgard's location, but 4,000 years is a pretty long time for things to happen, especially given the climatic and ecological changes that accompany a society of iron age or higher. It would be stranger if nothing had changed at all- just look at the past four millennia IRL. There is also the case of the meteor strike and mana cannon powered destruction between games.
 Chaos Architecture / int_58cf4968
featureApplicability
1.0
 Chaos Architecture / int_58cf4968
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1.0
 Tales of Phantasia (Video Game)
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Chaos Architecture / int_58cf4968
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Chaos Architecture
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Similarly justified with Persona 5. The sprawling underground dungeon of Mementos has completely randomized floors outside of the entrance, rest stops and end platforms between paths. Morgana, on your first visit, outright states that with Mementos being the shared palace of the general public, it has the fused cognition of a countless number of people, and as such is always shifting around.
 Chaos Architecture / int_5921531c
featureApplicability
1.0
 Chaos Architecture / int_5921531c
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1.0
 Persona 5 (Video Game)
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Chaos Architecture / int_5921531c
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Chaos Architecture
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The eponymous city in Neverwinter Nights 2 looks nothing like it did in the first game; this is largely justified by the near-total destruction of the city at the end of the first game, though even buildings that were left intact have changed noticeably. One friendly character complains about it, since his nice private home is now in the middle of the richest district and nobles keep pestering him to sell. Also, the main castle is now in a completely different district.
 Chaos Architecture / int_5c66fff9
featureApplicability
1.0
 Chaos Architecture / int_5c66fff9
featureConfidence
1.0
 Neverwinter Nights 2 (Video Game)
hasFeature
Chaos Architecture / int_5c66fff9
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Chaos Architecture
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Nearly every series of Red Dwarf alters the architecture of the ship.
Starbug, while still rather claustrophobic, is far bigger in series 6 and 7 than earlier series, apparently growing a few new rooms; in 7, this is justified by the battle with the Future Dwarfers warping the structure of the Bug to TARDIS proportions. And let's not even get into the Blue Midget and its legs (though the latter was apparently justified by Nanomachines rebuilding Red Dwarf).
 Chaos Architecture / int_5d354f8
featureApplicability
1.0
 Chaos Architecture / int_5d354f8
featureConfidence
1.0
 Red Dwarf
hasFeature
Chaos Architecture / int_5d354f8
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Chaos Architecture
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Silent Hill:
The events that happen in Silent Hill occur in the newer part of town, north of the lake. In Silent Hill 2, and in Silent Hill 3 when you do visit the town proper, your character is in the older part of town south of the lake. Of course this just accounts for the time when the town is being remotely normal. When your character slips into the Other side of the town, just be glad if you're still standing on something solid...ish.
The hospital in the first game grows an extra fourth floor as you shift to the nightmare dimension.
At the end of the first game, an... event... causes the architecture of both the "real" and "unreal" sides of the town to topple into an unnerving mishmash, where familiar environments connect to each other in new and bizarre ways. Your save file, which always keeps you apprised of where you are, will helpfully tell you that your current location is "Nowhere".
The Order's church at the end of the third game is a similar mishmash.
Another example occurs in the hotel of the second game, the "normal" version is how James saw it three years ago, then its alternate form is a mishmash of its present day appearance (burnt and flooded) and a Dark World version (doors that warp between each other, a hallway that doesn't exist in the real world, otherworld decor, etc.)
The historical society abyss, where the space-time and real-otherworld continuums are also out of whack, i.e. descending a thousand feet via the many holes, only to find oneself back at ground level outside.
In Homecoming, Alchemilla Hospital looks vastly different and is a mental hospital as opposed to a normal hospital, probably because the game was made by a completely different developer.
One of the crazier examples would be Silent Hill: Shattered Memories, where whenever you enter the nightmare world, everything freezes over and the architecture goes completely insane. It's most obvious during the mall and pawn shop levels, the former of which features the buildings on the street doubling on top of each other, and the framework for further building on top of that, such as the hardware store and cafe becoming veritable towers of ice. In the latter, what was once a small pawn shop, about the size of a two-story, two bedroom house is now the most ridiculous Escher-esque Magical Mystery Doors Mind Screw you're likely to see.
Silent Hill: Homecoming revisits the same area as the first game, but there is now a graveyard that wasn't there before, and a giant prison called Overlook Penitentiary has appeared in the middle of the town. The same prison returns in Silent Hill: Downpour, except with a completely different layout and location (it's now on an island in the middle of Toluca Lake). According to Tomm Hulett, the Overlook Penitentiary in Homecoming was just a manifestation of the town, with the one in Downpour being the real prison.
 Chaos Architecture / int_6053d9f9
featureApplicability
1.0
 Chaos Architecture / int_6053d9f9
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1.0
 Silent Hill (Franchise)
hasFeature
Chaos Architecture / int_6053d9f9
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Chaos Architecture
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358/2 Days is entirely made of recurring worlds, often with somewhat different layouts (read: smaller, but with more platforming), though Twilight Town is near identical to the original, and Neverland is entirely different (because it actually takes place in Neverland this time, instead of Hook's Ship and London).
 Chaos Architecture / int_610a28dd
featureApplicability
1.0
 Chaos Architecture / int_610a28dd
featureConfidence
1.0
 Peter Pan
hasFeature
Chaos Architecture / int_610a28dd
 Chaos Architecture / int_629cd094
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Chaos Architecture
 Chaos Architecture / int_629cd094
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Dragon Age: Origins and Dragon Age II more-or-less avert this; the sequel takes place in an entirely separate part of the world, pretty much a kingdom and a half away. Dragon Age II features not one but two timeskips, and most of Kirkwall stays the same with just minor changes (for instance, a manor that had the north wing blocked off now has the south wing blocked off, etc.) This includes certain things you'd EXPECT to change... Fenris, for instance, never bothers to so much as pick up the scattered debris — or even corpses — from "his" house's previous owner's hasty exit.
 Chaos Architecture / int_629cd094
featureApplicability
1.0
 Chaos Architecture / int_629cd094
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1.0
 Dragon Age: Origins (Video Game)
hasFeature
Chaos Architecture / int_629cd094
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Chaos Architecture
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The Dark Knight Trilogy:
This also happens between Batman Begins and The Dark Knight. In Begins, Gotham is much more Gothic/fantasy-looking. In TDK, it looks like...Chicago. Justified, since the most surreal vistas belong to the Narrows, an area based on the slums of Hong Kong, which is effectively destroyed at the end of Begins. Other than that there is no great change between the films.
The skyline in The Dark Knight Rises plays this straight. It was filmed in Pittsburgh and New York City and makes no attempt to disguise the fact. We see the Empire State Building, the Brooklyn Bridge, and the Freedom Tower in the backgrounds. Hell, in one scene, Gotham suddenly turns into downtown Los Angeles with its steep street hills!
 Chaos Architecture / int_62f94c6
featureApplicability
1.0
 Chaos Architecture / int_62f94c6
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1.0
 The Dark Knight Trilogy
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Chaos Architecture / int_62f94c6
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Chaos Architecture
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Averted in Metal Gear Solid 4: Guns of the Patriots. Shadow Moses Island is largely the same as it was the first time, save for cosmetic makeovers to fit the new generation of consoles, some blocked paths, some expansions, and a couple new areas that Snake simply didn't have any reason to visit the first time through.
Outer Haven is explained to be the same class of ship as Arsenal Gear from the end of Metal Gear Solid 2: Sons of Liberty, but the overall layout is not nearly as trippy and confusing as it was back then - then again, when we see profile shots of the ship, it also looks nothing like what we've been shown a normal Arsenal Gear looks like, so it could be differences between the prototype and production models.
 Chaos Architecture / int_631805af
featureApplicability
-1.0
 Chaos Architecture / int_631805af
featureConfidence
1.0
 Metal Gear Solid 4: Guns of the Patriots (Video Game)
hasFeature
Chaos Architecture / int_631805af
 Chaos Architecture / int_664b5d51
type
Chaos Architecture
 Chaos Architecture / int_664b5d51
comment
The Klingon Bird of Prey which first appeared in Star Trek III: The Search for Spock also has a completely different bridge in Star Trek IV: The Voyage Home.
 Chaos Architecture / int_664b5d51
featureApplicability
1.0
 Chaos Architecture / int_664b5d51
featureConfidence
1.0
 Star Trek III: The Search for Spock
hasFeature
Chaos Architecture / int_664b5d51
 Chaos Architecture / int_67ed82fa
type
Chaos Architecture
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Very, very, very much so in The Godfather: The Game and its sequel. The first game had a distinctive Wide-Open Sandbox layout that covers all five boroughs, with the Corleone compound set in a very secluded section of Little Italy, surrounded by trees on prime real estate. The sequel, on the other hand, completely does away with the first game's layout, totally redesigning the New York area, limiting you to only a small section of the inner city and adding an airport connecting you to the similarly limited Miami and Havana areas. The compound itself, previously set apart, is also heavily redesigned and positioned a stone's throw away from the downtown/Manhattan/Brooklyn(?) buildings.
 Chaos Architecture / int_67ed82fa
featureApplicability
1.0
 Chaos Architecture / int_67ed82fa
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1.0
 The Godfather (Video Game)
hasFeature
Chaos Architecture / int_67ed82fa
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Chaos Architecture
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The events that happen in Silent Hill occur in the newer part of town, north of the lake. In Silent Hill 2, and in Silent Hill 3 when you do visit the town proper, your character is in the older part of town south of the lake. Of course this just accounts for the time when the town is being remotely normal. When your character slips into the Other side of the town, just be glad if you're still standing on something solid...ish.
 Chaos Architecture / int_68ff28c8
featureApplicability
1.0
 Chaos Architecture / int_68ff28c8
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1.0
 Silent Hill (Video Game)
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Chaos Architecture / int_68ff28c8
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Chaos Architecture
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In the Disney Ducks Comic Universe, Donald Duck's house achitecture and placement in Duckburg have been depicted inconsistently throughout the comics, including those with the same authors. The same happens with his Uncle Scrooge's money bin. The one constant thing is that it's on top of a hill. Not even that remains constant, as even Carl Barks himself sometimes put Uncle Scrooge's money bin on the street level. That was probably deliberate, as Barks told later that he made changes to Duckburg's geography on purpose so that there wouldn't be any standard definition about where it was and what it was like. Of course Don Rosa took a very different approach and wanted to standardize everything.
 Chaos Architecture / int_69fa7496
featureApplicability
1.0
 Chaos Architecture / int_69fa7496
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1.0
 Disney Ducks Comic Universe (Comic Book)
hasFeature
Chaos Architecture / int_69fa7496
 Chaos Architecture / int_6bff288f
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Chaos Architecture
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Mostly averted in Banjo-Tooie. Spiral Mountain and Gruntilda's Lair from the first game are accessible and remain mostly the same. The only difference is that an earthquake caused by Gruntilda's sisters plowing through a wall in the Hag 1 and also their troops ravaging the area have added a lot of debris and caused a cave-in in the lair, making sure the game-designers didn't have to recreate the entire overworld from the first game.
 Chaos Architecture / int_6bff288f
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-1.0
 Chaos Architecture / int_6bff288f
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1.0
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hasFeature
Chaos Architecture / int_6bff288f
 Chaos Architecture / int_6c1d09b2
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Chaos Architecture
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Mostly averted in Fallout 2, in which the entire game map is set above the map for the original Fallout with only a little overlap; only a handful of locations on the top of the original map reappear here and for the most part they have been justifiably altered since decades have passed between the two games. Fallout 3, New Vegas, and 4 avoid the issue entirely by being set in entirely different areas (further east into Nevada for New Vegas, and the entire opposite side of the continent for 3 and 4).
One particularly egregious example where this trope fits is Vault 15. In the eighty years since The Vault Dweller came here, a mountain has inexplicably come into existence. The entrance cavern has also completely changed, and the elevator shaft that linked levels 2 and 3 is now gone (the level 3 elevator entrance now connects to the shaft that once linked only the top two levels, even though the door hasn't moved to compensate).
 Chaos Architecture / int_6c1d09b2
featureApplicability
-1.0
 Chaos Architecture / int_6c1d09b2
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1.0
 Fallout 2 (Video Game)
hasFeature
Chaos Architecture / int_6c1d09b2
 Chaos Architecture / int_6cbc542e
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Chaos Architecture
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One of the crazier examples would be Silent Hill: Shattered Memories, where whenever you enter the nightmare world, everything freezes over and the architecture goes completely insane. It's most obvious during the mall and pawn shop levels, the former of which features the buildings on the street doubling on top of each other, and the framework for further building on top of that, such as the hardware store and cafe becoming veritable towers of ice. In the latter, what was once a small pawn shop, about the size of a two-story, two bedroom house is now the most ridiculous Escher-esque Magical Mystery Doors Mind Screw you're likely to see.
 Chaos Architecture / int_6cbc542e
featureApplicability
1.0
 Chaos Architecture / int_6cbc542e
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1.0
 Silent Hill: Shattered Memories (Video Game)
hasFeature
Chaos Architecture / int_6cbc542e
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Chaos Architecture
 Chaos Architecture / int_6cc7497b
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Castlevania subtly references and justifies the shifting architecture of Dracula's Castle from the games by portraying it as a massive Clock Punk edifice that frequently changes its layout.
 Chaos Architecture / int_6cc7497b
featureApplicability
1.0
 Chaos Architecture / int_6cc7497b
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1.0
 Castlevania (2017)
hasFeature
Chaos Architecture / int_6cc7497b
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Chaos Architecture
 Chaos Architecture / int_6d02517d
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The interior of the local high school changes completely between seasons 2 and 3 of 8 Simple Rules. Changes in layout are particularly noticeable during the scenes in the principal's office.
 Chaos Architecture / int_6d02517d
featureApplicability
1.0
 Chaos Architecture / int_6d02517d
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1.0
 8 Simple Rules
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Chaos Architecture / int_6d02517d
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Chaos Architecture
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Pokémon Gold and Silver:
The player can go to Kanto from the first-generation games after becoming the Champion. Most of the changes are at least somewhat feasible: lots and lots of Insurmountable Waist Height Fences are destroyed, for example, as well as a family relocated due to the construction of the Magnet Train. Others, such as Mt. Moon changing from a labyrinth to a path with a single fork, the entire Indigo Plateau moving southwards, and Viridian Forest becoming a hedge maze, are just a little impossible. The most memorable change is perfectly possible, but hilariously crass: Pokémon Tower gets changed from a solemn, haunted graveyard for Pokémon to a radio tower. Apparently the three floors or so of graves were relocated to Mr. Fuji's tiny basement.
There's also Cinnabar Island. Everything was destroyed in a volcanic eruption; all that's left is a rebuilt Pokémon Center, with the gym relocated to the otherwise-now-inaccessible Seafoam Islands. Cerulean Cave is also entirely inaccessible, though it's likely the work of Mewtwo; if you look around where the entrance should be, you can find a special item, the Berserk Gene.
Viridian Forest was expanded back to a larger location in HeartGold and SoulSilver, as were the Seafoam Islands and Cerulean Cave (both of which got different layouts from FireRed/LeafGreen and the Gen I originals), thanks to the greater amount of data storage the Nintendo DS provided over the Game Boy Color.
 Chaos Architecture / int_6d8311c4
featureApplicability
1.0
 Chaos Architecture / int_6d8311c4
featureConfidence
1.0
 Pokémon Gold and Silver (Video Game)
hasFeature
Chaos Architecture / int_6d8311c4
 Chaos Architecture / int_71c01786
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Chaos Architecture
 Chaos Architecture / int_71c01786
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The sets for The Odd Couple (1970) and Happy Days were completely changed when they went from a single camera setup to Filmed Before A Studio Audience, without the characters moving to a different apartment/house (also Arnold's Drive-In on Happy Days - the other permanent set). Oh, and one time Justified when Arnold's burned to the ground and they built a new Arnold's.
 Chaos Architecture / int_71c01786
featureApplicability
1.0
 Chaos Architecture / int_71c01786
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1.0
 The Odd Couple (1970)
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Chaos Architecture / int_71c01786
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Chaos Architecture
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The interior of the Millers' house in Still Standing is completely different in the pilot.
 Chaos Architecture / int_7470104d
featureApplicability
1.0
 Chaos Architecture / int_7470104d
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1.0
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Chaos Architecture / int_7470104d
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Chaos Architecture
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Seen in any The Legend of Zelda game that happens in the Kingdom of Hyrule: the overworld retains some details yet is always different. This is justified because, with the exception of direct sequels, all Zelda games are centuries apart, allowing the kingdom's borders to shift, settlements to change, and rivers to change course.
This was actually done fairly well between The Legend of Zelda: Ocarina of Time and The Legend of Zelda: Twilight Princess, with the kingdom simply being a bit larger and the places more evenly distributed. The game also justifies why Midna wouldn't recognize the Palace of Twilight, her own home, by her commenting that Zant's dark magic warped it.
One exception: Zelda II: The Adventure of Link has the "original" Hyrule of the first game recreated at the far southern end of the map, though it looks a lot smaller than in the first game; each tile represents a bigger area in II compared to The Legend of Zelda.
It's also averted in The Legend of Zelda: A Link Between Worlds, where the world matches up quite well with the world from A Link to the Past.
It happens when you visit dungeons from earlier games. Twilight Princess has the the Forest Temple, the Water Temple and the Temple of Time from Ocarina Of Time while A Link Between Worlds has the Eastern Palace, the Desert Palace and the Tower of Hera from A Link To The Past and they all have drastically different architecture (although the Eastern Palace's layout is loosely based on the original's).
The Temple of Time in Twilight Princess is actually somewhat of an aversion, as the revisited part is clearly the same place, and the added section is inaccessible under normal circumstances (and may not even exist in the same physical plane as Hyrule). The areas of the Sacred Grove that are adjacent to the ruins do contain structures that weren't visible in Ocarina though, although these could be explained by the games being set centuries apart.
 Chaos Architecture / int_74f7210c
featureApplicability
-1.0
 Chaos Architecture / int_74f7210c
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1.0
 The Legend of Zelda (Franchise)
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Chaos Architecture / int_74f7210c
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Chaos Architecture
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Halo:
The series makes you go through the control tower on Installation 04 three times. The first time in Halo: Combat Evolved you're ascending it to place Cortana there, and two levels later you're back to rescue Cortana (and your own ass). Then the installation is gone, never to be seen again...or is it? The very last level of Halo 3 has you returning to the control room where you intentionally activate the ring to stop the Flood. In Combat Evolved, the tower and the surrounding area is pretty much the same both times, albeit in a state of decay after the Flood hits it, while in the third game, the tower and control room are identical to how they were in the first game, but the surrounding area has changed quite a bit (for example, that walkway on the mountains wasn't there the first time). Justified though, since this technically isn't the same place, but a rebuild of the old place, since Master Chief obliterated the original structure in the first game.
Somewhat justified in the case of High Charity, as it's been mostly converted by the Flood when you return to it in Halo 3, but the remaining original structures still look rather different than they did in Halo 2.
New Mombasa got changed the most between Halo 2 and Halo 3: ODST, with the city being far more realistic and detailed in the latter. This is because of the updated game engine of ODST, as well as the fact that ODST's entire setting is in the city, whereas New Mombasa took up all of two levels in Halo 2.
In Halo 4, the Forward Unto Dawn received a major design change in order to create a more interesting playspace. That said, Word of God is that its original Halo 3 design is still the canon one.
 Chaos Architecture / int_755b343f
featureApplicability
1.0
 Chaos Architecture / int_755b343f
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1.0
 Halo (Franchise)
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Chaos Architecture / int_755b343f
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Chaos Architecture
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Maxwell Sheffield's house in The Nanny is different in the pilot, the biggest difference being that the front door and the staircase were on the left in the pilot and on the right in the rest of the series.
 Chaos Architecture / int_7680545c
featureApplicability
1.0
 Chaos Architecture / int_7680545c
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1.0
 The Nanny
hasFeature
Chaos Architecture / int_7680545c
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Chaos Architecture
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Tales of Symphonia:
While it's perfectly understandable that the world map itself would've changed between and its sequel, Dawn of the New World, individual cities have also changed.
The Chaos Landscape between Dawn of the New World and Tales of Phantasia may seem extreme, as Olive, the desert oasis town in the latter game, is nowhere near Triet's location in the former, instead ending up somewhat closer to Asgard's location, but 4,000 years is a pretty long time for things to happen, especially given the climatic and ecological changes that accompany a society of iron age or higher. It would be stranger if nothing had changed at all- just look at the past four millennia IRL. There is also the case of the meteor strike and mana cannon powered destruction between games.
Also averted at the same time. Most of the dungeons you visit in both games have near-identical layouts, right down to the puzzles used. The only differences occurring for the most part are those required due to changes in the gameplay mechanics.
 Chaos Architecture / int_792239e5
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-1.0
 Chaos Architecture / int_792239e5
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1.0
 Tales of Symphonia (Video Game)
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Chaos Architecture / int_792239e5
 Chaos Architecture / int_79396c13
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Chaos Architecture
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In Ys Origin, one member of the search party describes Darm Tower as having constantly shifting floors.
 Chaos Architecture / int_79396c13
featureApplicability
1.0
 Chaos Architecture / int_79396c13
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1.0
 Ys Origin (Video Game)
hasFeature
Chaos Architecture / int_79396c13
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Chaos Architecture
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This is mostly averted in the Mass Effect series, where successive games almost never revisit areas from previous games. One glaring exception is the Citadel space station, present in all three games, but in-universe, the station is huge and you visit different areas of it in different games. One exception to that, however, is the human councilor's office. In Mass Effect 2, it is the same room as the human embassy in Mass Effect, and the surrounding scenery matches as well. But in Mass Effect 3, it is a different room in a previously unseen part of the Citadel.
This is somewhat justified in-universe with the explanation that the keepers on the Citadel will periodically reorganize rooms or alter architecture. Apparently it can sometimes be annoying for the people living on the Citadel, since the keepers do this without notice or explanation.
 Chaos Architecture / int_7988cb68
featureApplicability
-1.0
 Chaos Architecture / int_7988cb68
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1.0
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hasFeature
Chaos Architecture / int_7988cb68
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Chaos Architecture
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Vice City was also a level in the original GTA, it's nothing like in the eponymous game. San Andreas appeared in the first GTA, too, but that one is obviously not referring to the same place as in GTA: San Andreas, as the former is a city and the latter is a state. Such naming conflicts are Truth in Television. Grand Theft Auto V takes place in a new Los Santos that, while retaining a few locations from the GTA: SA version as Mythology Gags, is otherwise completely different.
 Chaos Architecture / int_7a7102f5
featureApplicability
1.0
 Chaos Architecture / int_7a7102f5
featureConfidence
1.0
 Grand Theft Auto: Vice City (Video Game)
hasFeature
Chaos Architecture / int_7a7102f5
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Chaos Architecture
 Chaos Architecture / int_7bff7264
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The series makes you go through the control tower on Installation 04 three times. The first time in Halo: Combat Evolved you're ascending it to place Cortana there, and two levels later you're back to rescue Cortana (and your own ass). Then the installation is gone, never to be seen again...or is it? The very last level of Halo 3 has you returning to the control room where you intentionally activate the ring to stop the Flood. In Combat Evolved, the tower and the surrounding area is pretty much the same both times, albeit in a state of decay after the Flood hits it, while in the third game, the tower and control room are identical to how they were in the first game, but the surrounding area has changed quite a bit (for example, that walkway on the mountains wasn't there the first time). Justified though, since this technically isn't the same place, but a rebuild of the old place, since Master Chief obliterated the original structure in the first game.
 Chaos Architecture / int_7bff7264
featureApplicability
1.0
 Chaos Architecture / int_7bff7264
featureConfidence
1.0
 Halo: Combat Evolved (Video Game)
hasFeature
Chaos Architecture / int_7bff7264
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Chaos Architecture
 Chaos Architecture / int_7c4f1adb
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Our Miss Brooks: In the theatrical series finale, most of the Warner Brother's sets are similar to those previously used on the Desilu produced television episodes. The sets are, however, more elaborate as befitting the concluding film's theatrical release. The one major difference is Mr. Boynton's biology lab. Shown previously as essentially a small office with some cages and posters, it is seen as an enormous darkened classroom with many cages and aquariums.
 Chaos Architecture / int_7c4f1adb
featureApplicability
1.0
 Chaos Architecture / int_7c4f1adb
featureConfidence
1.0
 Our Miss Brooks (Radio)
hasFeature
Chaos Architecture / int_7c4f1adb
 Chaos Architecture / int_7d122312
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Chaos Architecture
 Chaos Architecture / int_7d122312
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The Flintstones' cave home is highly inconsistent from episode to episode, with no clear layout and new rooms as the plot demands. The use of wraparound backgrounds muddles things further, giving the illusion that the house is Bigger on the Inside.
 Chaos Architecture / int_7d122312
featureApplicability
1.0
 Chaos Architecture / int_7d122312
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1.0
 The Flintstones
hasFeature
Chaos Architecture / int_7d122312
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Chaos Architecture
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Played realistically straight in GoldenEye (1997). You visit the same place twice. It's seven years between visits, so naturally they've added extensions to the place, but the old parts of the building remain the same, so much so that when you are navigating your way around with relative ease, your companion asks if you have been there before.
 Chaos Architecture / int_802ca7b
featureApplicability
1.0
 Chaos Architecture / int_802ca7b
featureConfidence
1.0
 GoldenEye (1997) (Video Game)
hasFeature
Chaos Architecture / int_802ca7b
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Chaos Architecture
 Chaos Architecture / int_8125b468
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Batman:
Wayne Manor is often subjected to the whims of the artist rather than maintain any sense of consistency, even outside the times there have been in-universe justifications such as the need to do major repairs or rebuilding.
While Gotham has been mapped out, even the maps are subject to small changes and areas, like right around Wayne Tower, that are visited frequently are depicted wildly differently under different artists and writers.
 Chaos Architecture / int_8125b468
featureApplicability
1.0
 Chaos Architecture / int_8125b468
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1.0
 Batman (Franchise)
hasFeature
Chaos Architecture / int_8125b468
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Chaos Architecture
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Star Trek:
The bridge of the Enterprise seems to change for every one of the movies featuring the classic crew. It wasn't that noticeable in the first three movies, which only featured different color schemes and different placements of the various workstations, but the bridges in the second three movies (featuring the NCC-1701-A) were each so different that it's hard to believe they were supposed to be the same ship. There have been fan suggestions that the bridge is a plug-in module that could be easily changed between each movie, but that doesn't really explain how the turbolifts moved.
The Klingon Bird of Prey which first appeared in Star Trek III: The Search for Spock also has a completely different bridge in Star Trek IV: The Voyage Home.
 Chaos Architecture / int_81692f99
featureApplicability
1.0
 Chaos Architecture / int_81692f99
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1.0
 Star Trek (Franchise)
hasFeature
Chaos Architecture / int_81692f99
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Chaos Architecture
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Two examples in The Office (US):
Between the first (shot on location) and second (shot on a soundstage) seasons, everything just outside of the Dunder Mifflin's office changed, as if the office was ripped and transplanted into a different building. In the first season, the appearance of the building is completely different and the parking lot is much bigger. Deleted scenes from season 1 also show a completely different staircase and a balcony, which doesn't exist from season 2 onwards.
Minor example: right after Jim got promoted to co-regional manager in season 6, Creed and Devon's desk clump was replaced with a small office, and Creed changed desks, now facing Meredith. While such a change is realistic and justified, this can fall under this trope since nobody comments on it.
 Chaos Architecture / int_82439e64
featureApplicability
1.0
 Chaos Architecture / int_82439e64
featureConfidence
1.0
 The Office (US)
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Chaos Architecture / int_82439e64
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Chaos Architecture
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Super Mario Bros.: Nearly every single game in Super Mario Bros., Paper Mario, Mario & Luigi, Mario Kart, Mario Party and all spinoffs takes place in the Mushroom Kingdom. You wouldn't know it without being told, however, since whole towns apparently appear, disappear and get moved around, places like Mario's house, Luigi's mansion and Bowser's castle get completely rebuilt once per game, and various landmarks can appear one game and be gone the next. Luigi's mansion is the only one to have a stated reason for this, as it can rebuild itself.
There are a few things that carry over between games, notably unlike the rest of the kingdom. Peach's Castle always has a square layout, four short corner towers, a two-level tower in its middle and white walls with red roofs; it also typically has a town of some sort around it where all the Toads seem to live, though its layout and what it's actually called vary. Bowser typically resides in a place with a ton of lava.
Note that these games don't actually have any continuity. This is official.
One thing that seems to be becoming consistent in the Mushroom Kingdom is the front garden of Peach's Castle. Super Mario 64, Mario Kart 64, and Super Mario Galaxy all feature nearly identical versions of the front garden, except that in Galaxy, some of the further back parts are closed off and the cannon is gone.
The house of the Mario Bros. changes through all the RPGs, starting with the first and up to Super Paper Mario.
Whether Luigi lives alone or with Mario is also inconsistent, most conspicuously in Mario & Luigi: Superstar Saga where he lives with Mario despite there being several references to Luigi's Mansion, at the end of which Luigi could purchase one of several houses depending on his accumulated funds. On that subject, in Mario Kart: Double Dash!! the A-rank new mansion is visible on Luigi's home course, but in Luigi's Mansion: Dark Moon the house shown in the opening cutscene is the D-rank new mansion.
 Chaos Architecture / int_8258e260
featureApplicability
1.0
 Chaos Architecture / int_8258e260
featureConfidence
1.0
 Super Mario Bros. (Franchise)
hasFeature
Chaos Architecture / int_8258e260
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Chaos Architecture
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One exception: Zelda II: The Adventure of Link has the "original" Hyrule of the first game recreated at the far southern end of the map, though it looks a lot smaller than in the first game; each tile represents a bigger area in II compared to The Legend of Zelda.
 Chaos Architecture / int_83f8495b
featureApplicability
1.0
 Chaos Architecture / int_83f8495b
featureConfidence
1.0
 Zelda II: The Adventure of Link (Video Game)
hasFeature
Chaos Architecture / int_83f8495b
 Chaos Architecture / int_86814e7d
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Chaos Architecture
 Chaos Architecture / int_86814e7d
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Final Fantasy X-2:
Mostly averted, which used largely the same areas as Final Fantasy X, but removed the Insurmountable Waist-Height Fence from certain places. Most new areas are the result of further exploration of areas left largely unmapped in FFX.
Further, the one area from the first game that was completely made over had a perfectly logical reason: In the first game, you get there right as the place is wiped off the map, and by X-2, they've rebuilt it.
Water Areas are removed however. You can't swim though the path Wakka takes Tidus to get to Besaid the first time or out at the beach. Justified as you only have one character with that sort of lung capacity from the first game in your party, and she can't go where her allies can't follow.
 Chaos Architecture / int_86814e7d
featureApplicability
-1.0
 Chaos Architecture / int_86814e7d
featureConfidence
1.0
 Final Fantasy X-2 (Video Game)
hasFeature
Chaos Architecture / int_86814e7d
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type
Chaos Architecture
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comment
In Sonic Adventure, it's mentioned that Amy lives in Station Square. Come Sonic Battle and she lives in Central City. No in-series reason is given, however Station Square did flood in Adventure.
 Chaos Architecture / int_87056d17
featureApplicability
1.0
 Chaos Architecture / int_87056d17
featureConfidence
1.0
 Sonic Adventure (Video Game)
hasFeature
Chaos Architecture / int_87056d17
 Chaos Architecture / int_8d817ccb
type
Chaos Architecture
 Chaos Architecture / int_8d817ccb
comment
Ben's house on Lost changes layout multiple times between its first appearance in season 3 and its last appearance in season 6.
 Chaos Architecture / int_8d817ccb
featureApplicability
1.0
 Chaos Architecture / int_8d817ccb
featureConfidence
1.0
 Lost
hasFeature
Chaos Architecture / int_8d817ccb
 Chaos Architecture / int_8da0ea80
type
Chaos Architecture
 Chaos Architecture / int_8da0ea80
comment
Cerulean Cave from Pokémon Red and Blue has had its layout changed in every single game it's appeared in (excluding the Gen I remakes, which reuse the layout from the original Red & Green — which still counts for non-Japanese players, since they never got those). The only consistent bits between them is that the cave has two floors and a basement, the second floor is a maze, and the basement has Mewtwo at the end of it.
 Chaos Architecture / int_8da0ea80
featureApplicability
1.0
 Chaos Architecture / int_8da0ea80
featureConfidence
1.0
 Pokémon Red and Blue (Video Game)
hasFeature
Chaos Architecture / int_8da0ea80
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type
Chaos Architecture
 Chaos Architecture / int_8dea9503
comment
In 2010: The Year We Make Contact, the Discovery is completely different from that in 2001: A Space Odyssey, since the original set pieces were destroyed to prevent them from being used in other movies.
 Chaos Architecture / int_8dea9503
featureApplicability
1.0
 Chaos Architecture / int_8dea9503
featureConfidence
1.0
 2010: The Year We Make Contact
hasFeature
Chaos Architecture / int_8dea9503
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type
Chaos Architecture
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comment
Phantasy Star 1, 2 and 4 fall under this trope with regards to Motavia and Dezolis. Motavia, though, has a logical explanation: the introduction and destruction of Mother Brain. Subtly averted in PS IV, where the inner Air Castle is identical in layout to the one in PS I, although it's hard to tell because the dungeon exploration in the first game took place in first person view.
 Chaos Architecture / int_8e93a13d
featureApplicability
-1.0
 Chaos Architecture / int_8e93a13d
featureConfidence
1.0
 Phantasy Star (Video Game)
hasFeature
Chaos Architecture / int_8e93a13d
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type
Chaos Architecture
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Same deal with the Pokémon Mystery Dungeon spinoffs, only Handwaved by them being "magical dungeons". By Gates to Infinity, this become a plot point, where the randomness of dungeons has become Sufficiently Analyzed Magic, at least to to some. (A few major NPCs are "dungeon researchers")
 Chaos Architecture / int_8f4731fb
featureApplicability
1.0
 Chaos Architecture / int_8f4731fb
featureConfidence
1.0
 Pokémon Mystery Dungeon (Video Game)
hasFeature
Chaos Architecture / int_8f4731fb
 Chaos Architecture / int_94bde696
type
Chaos Architecture
 Chaos Architecture / int_94bde696
comment
Next time you have a marathon of the once popular Diff'rent Strokes pay attention to the door, or blank wall, or staircase in the back left of the apartment, which sometimes goes nowhere, sometimes goes to Ms.Garret's room, sometimes connects to the bedrooms upstairs, or...hell, whatever the writer needed that part of the apartment did.
 Chaos Architecture / int_94bde696
featureApplicability
1.0
 Chaos Architecture / int_94bde696
featureConfidence
1.0
 Diff'rent Strokes
hasFeature
Chaos Architecture / int_94bde696
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type
Chaos Architecture
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Madness Combat:
Where do we even start? There are random BUILDINGS falling out of the sky (by the command of an insane zombified clown, no less), fortresses that can be summoned out of the ground, and absurd amounts of perfectly square buildings, rave rooms, department stores and hot dog stands. The entirety of Madness Combat can be summed up as this trope.
 Chaos Architecture / int_9525e74d
featureApplicability
1.0
 Chaos Architecture / int_9525e74d
featureConfidence
1.0
 Madness Combat (Web Animation)
hasFeature
Chaos Architecture / int_9525e74d
 Chaos Architecture / int_9888f901
type
Chaos Architecture
 Chaos Architecture / int_9888f901
comment
Daria's house constantly changes throughout the series due to animation errors.
 Chaos Architecture / int_9888f901
featureApplicability
1.0
 Chaos Architecture / int_9888f901
featureConfidence
1.0
 Daria
hasFeature
Chaos Architecture / int_9888f901
 Chaos Architecture / int_9ad1cbc
type
Chaos Architecture
 Chaos Architecture / int_9ad1cbc
comment
Wonderland Adventures features the same locations as the trilogy that preceded it, but those locations are now completely different.
 Chaos Architecture / int_9ad1cbc
featureApplicability
1.0
 Chaos Architecture / int_9ad1cbc
featureConfidence
1.0
 Wonderland Adventures (Video Game)
hasFeature
Chaos Architecture / int_9ad1cbc
 Chaos Architecture / int_9b213348
type
Chaos Architecture
 Chaos Architecture / int_9b213348
comment
EXTRAPOWER: Much like Castlevania, Blackberry's pyramid shifts layout and appearances between EXTRAPOWER: Attack of Darkforce and EXTRAPOWER: Giant Fist, explained in the latter as the spirits of the pyramid rearranging the pyramid to make it more difficult for outsiders to challenge. In-universe, Zophy has challenged the pyramid several times in the past, and it's different each time.
 Chaos Architecture / int_9b213348
featureApplicability
1.0
 Chaos Architecture / int_9b213348
featureConfidence
1.0
 EXTRAPOWER (Video Game)
hasFeature
Chaos Architecture / int_9b213348
 Chaos Architecture / int_9d34190a
type
Chaos Architecture
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The Elder Scrolls:
In Arena, every province is visited. When later games show those provinces, they often look quite a bit different. Some tiny villages are now huge cities, some huge cities are now gone without a trace, some huge cities have popped up where there weren't any previously, and the ones that remain often have very different layouts and appearances than they did in Arena. In-universe, if the discrepancy is mentioned at all, one of the series' reality warping Time Crash events is usually blamed in the Cosmic Retcon fashion.
Morrowind's Bloodmoon expansion takes place on the frigid northern island of Solstheim. In Skyrim's Dragonborn DLC, Solstheim is visited once again (200 years later in-universe). There are significant differences in the architecture of the Nordic barrows (which were largely simple stone caves with exteriors composed of megaliths in Bloodmoon), the terrain has become much different (in ways that can't simply be explained by the eruption of Red Mountain and glaciers), and the Thirsk mead hall has completely lost its second floor. The Skaal village has also moved in between Dragonborn and Bloodmoon, and there are now Dwemer ruins on Solstheim when there weren't any before. (Which is especially strange in the case of Nchardak, which is at sea and could not have reasonably been hidden underground.)
 Chaos Architecture / int_9d34190a
featureApplicability
1.0
 Chaos Architecture / int_9d34190a
featureConfidence
1.0
 The Elder Scrolls (Franchise)
hasFeature
Chaos Architecture / int_9d34190a
 Chaos Architecture / int_9db1766a
type
Chaos Architecture
 Chaos Architecture / int_9db1766a
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Devil May Cry: Despite being supposedly the same building, Dante's Devil May Cry shop has multiple and drastic redesigns through the games and the animated series. Notably in the first and second games, it is contained in a single small room while in later works, it is more spacious and has stairs leading to a second floor.
 Chaos Architecture / int_9db1766a
featureApplicability
1.0
 Chaos Architecture / int_9db1766a
featureConfidence
1.0
 Devil May Cry (Video Game)
hasFeature
Chaos Architecture / int_9db1766a
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type
Chaos Architecture
 Chaos Architecture / int_9e2819c9
comment
Silent Hill: Homecoming revisits the same area as the first game, but there is now a graveyard that wasn't there before, and a giant prison called Overlook Penitentiary has appeared in the middle of the town. The same prison returns in Silent Hill: Downpour, except with a completely different layout and location (it's now on an island in the middle of Toluca Lake). According to Tomm Hulett, the Overlook Penitentiary in Homecoming was just a manifestation of the town, with the one in Downpour being the real prison.
 Chaos Architecture / int_9e2819c9
featureApplicability
1.0
 Chaos Architecture / int_9e2819c9
featureConfidence
1.0
 Silent Hill: Homecoming (Video Game)
hasFeature
Chaos Architecture / int_9e2819c9
 Chaos Architecture / int_9ec61fa1
type
Chaos Architecture
 Chaos Architecture / int_9ec61fa1
comment
The break room in NewsRadio was a control room in the pilot.
 Chaos Architecture / int_9ec61fa1
featureApplicability
1.0
 Chaos Architecture / int_9ec61fa1
featureConfidence
1.0
 NewsRadio
hasFeature
Chaos Architecture / int_9ec61fa1
 Chaos Architecture / int_9f89a5f0
type
Chaos Architecture
 Chaos Architecture / int_9f89a5f0
comment
Pokémon:
Cerulean Cave from Pokémon Red and Blue has had its layout changed in every single game it's appeared in (excluding the Gen I remakes, which reuse the layout from the original Red & Green — which still counts for non-Japanese players, since they never got those). The only consistent bits between them is that the cave has two floors and a basement, the second floor is a maze, and the basement has Mewtwo at the end of it.
Pokémon Gold and Silver:
The player can go to Kanto from the first-generation games after becoming the Champion. Most of the changes are at least somewhat feasible: lots and lots of Insurmountable Waist Height Fences are destroyed, for example, as well as a family relocated due to the construction of the Magnet Train. Others, such as Mt. Moon changing from a labyrinth to a path with a single fork, the entire Indigo Plateau moving southwards, and Viridian Forest becoming a hedge maze, are just a little impossible. The most memorable change is perfectly possible, but hilariously crass: Pokémon Tower gets changed from a solemn, haunted graveyard for Pokémon to a radio tower. Apparently the three floors or so of graves were relocated to Mr. Fuji's tiny basement.
There's also Cinnabar Island. Everything was destroyed in a volcanic eruption; all that's left is a rebuilt Pokémon Center, with the gym relocated to the otherwise-now-inaccessible Seafoam Islands. Cerulean Cave is also entirely inaccessible, though it's likely the work of Mewtwo; if you look around where the entrance should be, you can find a special item, the Berserk Gene.
Viridian Forest was expanded back to a larger location in HeartGold and SoulSilver, as were the Seafoam Islands and Cerulean Cave (both of which got different layouts from FireRed/LeafGreen and the Gen I originals), thanks to the greater amount of data storage the Nintendo DS provided over the Game Boy Color.
 Chaos Architecture / int_9f89a5f0
featureApplicability
1.0
 Chaos Architecture / int_9f89a5f0
featureConfidence
1.0
 Pokémon (Franchise)
hasFeature
Chaos Architecture / int_9f89a5f0
 Chaos Architecture / int_a1354807
type
Chaos Architecture
 Chaos Architecture / int_a1354807
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A rather weird example appears in the game Hitman: Contracts: several of the missions are re-hashed versions of missions which originally appeared in an earlier game in the series, Hitman: Codename 47. The layout of individual buildings and overall levels is of varying difference to the original missions. However, it's not the case that the protagonist is re-visiting these locales: they merely appear to him in flashback as he sleeps. It also helps that he's remembering them incorrectly.
 Chaos Architecture / int_a1354807
featureApplicability
1.0
 Chaos Architecture / int_a1354807
featureConfidence
1.0
 Hitman: Contracts (Video Game)
hasFeature
Chaos Architecture / int_a1354807
 Chaos Architecture / int_a183d57f
type
Chaos Architecture
 Chaos Architecture / int_a183d57f
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Futurama:
The interior of the protagonists' rocket ship seems to change from episode to episode.
The Planet Express building also has doors and rooms appearing, disappearing, changing shape, size or functionality from one episode to the next. Nonetheless, the majority of the building's layout is stable throughout the series.
 Chaos Architecture / int_a183d57f
featureApplicability
1.0
 Chaos Architecture / int_a183d57f
featureConfidence
1.0
 Futurama
hasFeature
Chaos Architecture / int_a183d57f
 Chaos Architecture / int_a4955c71
type
Chaos Architecture
 Chaos Architecture / int_a4955c71
comment
In the first three Police Quest games, the layout of the Lytton police headquarters (and the city itself) changed considerably between each game. The VGA remake of the first game is based on the third game's layout.
 Chaos Architecture / int_a4955c71
featureApplicability
1.0
 Chaos Architecture / int_a4955c71
featureConfidence
1.0
 Police Quest (Video Game)
hasFeature
Chaos Architecture / int_a4955c71
 Chaos Architecture / int_a5e160e0
type
Chaos Architecture
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The LAPD precinct in the first season of Lucifer looks so different compared to the one seen in later seasons. Initially, you can chalk it up to the location moving between the seasons and nobody bothering to mention it, but the Whole Episode Flashback in "Off the Record", which uses the newer set, makes it clear that this is a Retcon.
 Chaos Architecture / int_a5e160e0
featureApplicability
1.0
 Chaos Architecture / int_a5e160e0
featureConfidence
1.0
 Lucifer (2016)
hasFeature
Chaos Architecture / int_a5e160e0
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Chaos Architecture
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Daxter gets some dose of this too. While differences in Port area can be explained (the central bridge is raised and the tanker here gets accidentally destroyed by Daxter, the path to industrial area is railroaded by massive barricades and conveyor belts that aren't there in Jak II, industrial area itself has different layout, and Construction site basically looks nothing like in second game (while keeping identical entrance). Made especially jarring since the events of this game come right before the main portion of Jak II.
 Chaos Architecture / int_a6f6433c
featureApplicability
1.0
 Chaos Architecture / int_a6f6433c
featureConfidence
1.0
 Jak and Daxter (Video Game)
hasFeature
Chaos Architecture / int_a6f6433c
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type
Chaos Architecture
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Portal 2 shows a much different and more complex version of the Aperture Science Enrichment Center than in the first game. Of course, it's been a very long time between games and much of it has fallen into ruins, but the game also shows that the entire Enrichment Center is composed of mobile, infinitely reconfigurable test chambers, so the trope is explicitly justified. Towards the end of the first game you also see large areas of the center from a distance, and it's clear you only ever explored a tiny part.
 Chaos Architecture / int_a895e9d3
featureApplicability
1.0
 Chaos Architecture / int_a895e9d3
featureConfidence
1.0
 Portal 2 (Video Game)
hasFeature
Chaos Architecture / int_a895e9d3
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type
Chaos Architecture
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Postal 2 has a bit of this going for it. The expansion, Apocalypse Weekend, starts with the protagonist in the hospital for a self-inflicted gunshot wound, but the hospital he's in is completely different from the one that was in the original game, being much larger; the closest you get to an explanation is that upon exiting the hospital, the map name briefly shown upon loading the next one is given as "Lower Paradise", indicating you're in a different area of the city (although that doesn't answer why said part of the city wasn't at least visible on the map you had your daily errands written on). The next DLC, Paradise Lost, causes some more issues by going back to the original game's maps and gameplay style - for the most part things make sense, with buildings only damaged by the nuclear explosion from the end of AW rather than somehow completely relocated (and the difference between repurposed buildings and newly-constructed ones is incredibly apparent), but the area the player ends up going to at the end, the "Hell Hole", is explained as the "heart" of the town and supposedly the source of the nuclear explosion - it's actually the exact same spot the player character's trailer had been at in the original game.
 Chaos Architecture / int_a8a40154
featureApplicability
1.0
 Chaos Architecture / int_a8a40154
featureConfidence
1.0
 Postal 2 (Video Game)
hasFeature
Chaos Architecture / int_a8a40154
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type
Chaos Architecture
 Chaos Architecture / int_ab67d84
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Ctrl+Alt+Del started with this in the flat that Ethan and Lucas lived in; the relationship between the various rooms was left very vague, and it was often easy to forget that it was meant to be a flat that's part of a larger complex and not a house. This was explicitly averted after the fire in 2005 and the characters moved into their own home; the author drew up a floorplan of the house and staged the scenes accordingly.
 Chaos Architecture / int_ab67d84
featureApplicability
-1.0
 Chaos Architecture / int_ab67d84
featureConfidence
1.0
 Ctrl+Alt+Del (Webcomic)
hasFeature
Chaos Architecture / int_ab67d84
 Chaos Architecture / int_ac0de2f6
type
Chaos Architecture
 Chaos Architecture / int_ac0de2f6
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The series had three continents disappear after the first game, with the geography more or less stabilizing by the fourth game. Nevertheless, the mere passage of centuries does not explain how the individual towns do not resemble each other in the slightest. Castle Britannia, for example, is constantly adding and removing floors throughout the games.
 Chaos Architecture / int_ac0de2f6
featureApplicability
1.0
 Chaos Architecture / int_ac0de2f6
featureConfidence
1.0
 Ultima I (Video Game)
hasFeature
Chaos Architecture / int_ac0de2f6
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type
Chaos Architecture
 Chaos Architecture / int_ac9f81ac
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The Valley of the Dark Lords on Korriban changed between game series, too. In Jedi Knight: Jedi Academy, chronologically about four thousand years later, it was in ruins, but that could not explain the changes of layout, especially inside the tomb of Marka Ragnos or that the other tombs around it are not visible. Of course, these games were otherwise unrelated, set thousands of years apart, of different genres (Academy is a First-Person Shooter), and not made by the same people (BioWare for KOTOR vs. Raven Software for Academy). A good comparison is on this page of a Knights of the Old Republic II Let's Play. In Star Wars: The Old Republic it has a third completely different layout.
 Chaos Architecture / int_ac9f81ac
featureApplicability
1.0
 Chaos Architecture / int_ac9f81ac
featureConfidence
1.0
 Jedi Knight: Jedi Academy (Video Game)
hasFeature
Chaos Architecture / int_ac9f81ac
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type
Chaos Architecture
 Chaos Architecture / int_ae050a9f
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This was actually done fairly well between The Legend of Zelda: Ocarina of Time and The Legend of Zelda: Twilight Princess, with the kingdom simply being a bit larger and the places more evenly distributed. The game also justifies why Midna wouldn't recognize the Palace of Twilight, her own home, by her commenting that Zant's dark magic warped it.
 Chaos Architecture / int_ae050a9f
featureApplicability
1.0
 Chaos Architecture / int_ae050a9f
featureConfidence
1.0
 The Legend of Zelda: Ocarina of Time / Videogame
hasFeature
Chaos Architecture / int_ae050a9f
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type
Chaos Architecture
 Chaos Architecture / int_aeb17f4e
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In Chunsoft's Mystery Dungeon games, the eponymous mystery dungeons are known to reconfigure themselves each time they are explored. This is why their layouts in-game are randomly generated.
Same deal with the Pokémon Mystery Dungeon spinoffs, only Handwaved by them being "magical dungeons". By Gates to Infinity, this become a plot point, where the randomness of dungeons has become Sufficiently Analyzed Magic, at least to to some. (A few major NPCs are "dungeon researchers")
 Chaos Architecture / int_aeb17f4e
featureApplicability
1.0
 Chaos Architecture / int_aeb17f4e
featureConfidence
1.0
 Mystery Dungeon (Video Game)
hasFeature
Chaos Architecture / int_aeb17f4e
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type
Chaos Architecture
 Chaos Architecture / int_b0ec0986
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In Kingdom Hearts: Birth by Sleep, a prequel to the first game, Neverland, Disney Castle (though it's more of the town), Radiant Garden, and Castle Oblivion are very different from their prev... uh, future incarnations.
 Chaos Architecture / int_b0ec0986
featureApplicability
1.0
 Chaos Architecture / int_b0ec0986
featureConfidence
1.0
 Kingdom Hearts: Birth by Sleep (Video Game)
hasFeature
Chaos Architecture / int_b0ec0986
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type
Chaos Architecture
 Chaos Architecture / int_b1433971
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Tails' lab in Sonic Adventure is near the Mystic Ruins. Sonic Battle gives him a separate house in Central City. In Sonic Rush, it's now near the Water Palace, but Sonic Chronicles: The Dark Brotherhood returns it to Central City. Tails' workshop in the 3DS version of Sonic Lost World is near Windy Hill.
 Chaos Architecture / int_b1433971
featureApplicability
1.0
 Chaos Architecture / int_b1433971
featureConfidence
1.0
 Sonic Rush (Video Game)
hasFeature
Chaos Architecture / int_b1433971
 Chaos Architecture / int_b4967d43
type
Chaos Architecture
 Chaos Architecture / int_b4967d43
comment
Sonic the Hedgehog:
In Sonic Adventure, it's mentioned that Amy lives in Station Square. Come Sonic Battle and she lives in Central City. No in-series reason is given, however Station Square did flood in Adventure.
Tails' lab in Sonic Adventure is near the Mystic Ruins. Sonic Battle gives him a separate house in Central City. In Sonic Rush, it's now near the Water Palace, but Sonic Chronicles: The Dark Brotherhood returns it to Central City. Tails' workshop in the 3DS version of Sonic Lost World is near Windy Hill.
The Master Emerald switched locations between Sonic 3 & Knuckles and Sonic Adventure. It was originally in an underground shrine but is now out in the open near Mystic Ruins.
The map in Sonic Forces contradicts previous games. For example, Green Hill Zone is landlocked when it was originally on an island.
 Chaos Architecture / int_b4967d43
featureApplicability
1.0
 Chaos Architecture / int_b4967d43
featureConfidence
1.0
 Sonic the Hedgehog (Franchise)
hasFeature
Chaos Architecture / int_b4967d43
 Chaos Architecture / int_b5a2b326
type
Chaos Architecture
 Chaos Architecture / int_b5a2b326
comment
Morrowind's Bloodmoon expansion takes place on the frigid northern island of Solstheim. In Skyrim's Dragonborn DLC, Solstheim is visited once again (200 years later in-universe). There are significant differences in the architecture of the Nordic barrows (which were largely simple stone caves with exteriors composed of megaliths in Bloodmoon), the terrain has become much different (in ways that can't simply be explained by the eruption of Red Mountain and glaciers), and the Thirsk mead hall has completely lost its second floor. The Skaal village has also moved in between Dragonborn and Bloodmoon, and there are now Dwemer ruins on Solstheim when there weren't any before. (Which is especially strange in the case of Nchardak, which is at sea and could not have reasonably been hidden underground.)
 Chaos Architecture / int_b5a2b326
featureApplicability
1.0
 Chaos Architecture / int_b5a2b326
featureConfidence
1.0
 The Elder Scrolls III: Morrowind (Video Game)
hasFeature
Chaos Architecture / int_b5a2b326
 Chaos Architecture / int_b70c0e83
type
Chaos Architecture
 Chaos Architecture / int_b70c0e83
comment
Metroid: Zero Mission, being a retelling of the original, is surprisingly faithful to it (down to the same ledges that you jump on, sometimes), but once you kill Mother Brain and finish the game, the plot goes firmly off the rails and Samus goes to places that never existed in the original, including a couple rooms between the Space Pirates' mothership and the rest of the game which look like the Wrecked Ship from Super Metroid.
 Chaos Architecture / int_b70c0e83
featureApplicability
1.0
 Chaos Architecture / int_b70c0e83
featureConfidence
1.0
 Metroid: Zero Mission (Video Game)
hasFeature
Chaos Architecture / int_b70c0e83
 Chaos Architecture / int_bbe06161
type
Chaos Architecture
 Chaos Architecture / int_bbe06161
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In Creatures 2, there has apparently been a massive volcanic eruption, accounting for the planetary facelift.
 Chaos Architecture / int_bbe06161
featureApplicability
1.0
 Chaos Architecture / int_bbe06161
featureConfidence
1.0
 Creatures (Video Game)
hasFeature
Chaos Architecture / int_bbe06161
 Chaos Architecture / int_bc848d30
type
Chaos Architecture
 Chaos Architecture / int_bc848d30
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SpongeBob SquarePants: SpongeBob's pineapple, Squidward's Easter Island home, and Patrick's rock are constantly subject to change depending on the episode. Patrick's rock is justified on account of Patrick making most of the furniture out of sand.
The interior of the Krusty Krab is rather consistent, though.
 Chaos Architecture / int_bc848d30
featureApplicability
1.0
 Chaos Architecture / int_bc848d30
featureConfidence
1.0
 SpongeBob SquarePants
hasFeature
Chaos Architecture / int_bc848d30
 Chaos Architecture / int_c01688c8
type
Chaos Architecture
 Chaos Architecture / int_c01688c8
comment
The look of Gotham City in Batman (1989) is drastically different than in Batman Returns, despite having the same director. Gotham in Batman Forever has a noticeably different design aesthetic, where Art Deco is taken to surreal and impractical extremes. Then that's turned up to 11 for Batman & Robin. Also, the buildings surrounding previously seen buildings change.
 Chaos Architecture / int_c01688c8
featureApplicability
1.0
 Chaos Architecture / int_c01688c8
featureConfidence
1.0
 Batman (1989)
hasFeature
Chaos Architecture / int_c01688c8
 Chaos Architecture / int_c2463c55
type
Chaos Architecture
 Chaos Architecture / int_c2463c55
comment
Mostly averted, which used largely the same areas as Final Fantasy X, but removed the Insurmountable Waist-Height Fence from certain places. Most new areas are the result of further exploration of areas left largely unmapped in FFX.
 Chaos Architecture / int_c2463c55
featureApplicability
-1.0
 Chaos Architecture / int_c2463c55
featureConfidence
1.0
 Final Fantasy X (Video Game)
hasFeature
Chaos Architecture / int_c2463c55
 Chaos Architecture / int_c4282b71
type
Chaos Architecture
 Chaos Architecture / int_c4282b71
comment
My Little Pony: Friendship Is Magic has the changeling hive, which is constantly changing its layout. As a result, navigation is impossible for non-changelings. Even master of chaos Discord grudgingly admits that it is "decent chaos".
 Chaos Architecture / int_c4282b71
featureApplicability
1.0
 Chaos Architecture / int_c4282b71
featureConfidence
1.0
 My Little Pony: Friendship Is Magic
hasFeature
Chaos Architecture / int_c4282b71
 Chaos Architecture / int_c43df4d8
type
Chaos Architecture
 Chaos Architecture / int_c43df4d8
comment
Doctor Who:
The huge and mostly unseen TARDIS interior changes shape, as can be most clearly seen by comparing the various different appearances of the control room. The exterior, despite being stuck as a police box, also undergoes minor changes like altering the window size. The changing interior is eventually explained as the Doctor occasionally altering the TARDIS' desktop theme, as well as the destruction and repair of old rooms; in fact if you know the layout you can walk between them.
Coal Hill School first appeared as a studio set in 1963. When the show revisited it in 1988, a school in Hammersmith was used for the exteriors. When it appeared in the 2014 and 2015 series, a different school in Wales was used. Obviously many schools have changed site or been rebuilt since 1963, so this is perhaps more justified than some of the other examples. When it's used as the setting for Class, it's a much more modern building, and this is noted in-universe as a rebuild.
"The Day of the Doctor" introduces as an important location a certain barn on Gallifrey. When it reappears in "Listen" and "Hell Bent" it has suddenly acquired a loft — keeping in mind that In-Universe, the chronological order of the barn's appearances is "Listen", "The Day of the Doctor", "Hell Bent" — so it has a loft, then it doesn't, then it does.
 Chaos Architecture / int_c43df4d8
featureApplicability
1.0
 Chaos Architecture / int_c43df4d8
featureConfidence
1.0
 Doctor Who
hasFeature
Chaos Architecture / int_c43df4d8
 Chaos Architecture / int_c53d0bf6
type
Chaos Architecture
 Chaos Architecture / int_c53d0bf6
comment
Happens in-universe in the Gearworld, where space does not mean quite the same thing as elsewhere. In the journal, the first hint the characters have of this is that they keep finding new rooms in already-explored areas. At first they aren't sure if the rooms are appearing, or if they somehow missed them previously.
 Chaos Architecture / int_c53d0bf6
featureApplicability
1.0
 Chaos Architecture / int_c53d0bf6
featureConfidence
1.0
 Gearworld
hasFeature
Chaos Architecture / int_c53d0bf6
 Chaos Architecture / int_c74f2d3c
type
Chaos Architecture
 Chaos Architecture / int_c74f2d3c
comment
The labyrinthine catacombs to Hell with their dead ends and lava caves under the cathedral in Tristram in Diablo weren't built that way. They were perfectly normal catacombs that just happened to imprison a Prime Evil, who took over.
 Chaos Architecture / int_c74f2d3c
featureApplicability
1.0
 Chaos Architecture / int_c74f2d3c
featureConfidence
1.0
 Diablo (Video Game)
hasFeature
Chaos Architecture / int_c74f2d3c
 Chaos Architecture / int_ca538901
type
Chaos Architecture
 Chaos Architecture / int_ca538901
comment
The sandbox style Hogwarts of Harry Potter and the Chamber of Secrets, Harry Potter and the Prisoner of Azkaban, and Harry Potter and the Order of the Phoenix are very different, as the technology gets better and the games change to follow the respective storylines of their source material. This doesn't apply so much to Philosopher's Stone and Goblet of Fire, as they were more level based games.
 Chaos Architecture / int_ca538901
featureApplicability
1.0
 Chaos Architecture / int_ca538901
featureConfidence
1.0
 Harry Potter and the Chamber of Secrets (Video Game)
hasFeature
Chaos Architecture / int_ca538901
 Chaos Architecture / int_cf3e7a82
type
Chaos Architecture
 Chaos Architecture / int_cf3e7a82
comment
There are at least three irreconcilably different versions of Metropolis in the five Superman films, despite the fact that in all five Metropolis is New York City in everything but name.
 Chaos Architecture / int_cf3e7a82
featureApplicability
1.0
 Chaos Architecture / int_cf3e7a82
featureConfidence
1.0
 Superman (Franchise)
hasFeature
Chaos Architecture / int_cf3e7a82
 Chaos Architecture / int_d4f9ccf
type
Chaos Architecture
 Chaos Architecture / int_d4f9ccf
comment
The Cave of Wonders never looks the same way twice. Kinda justified seeing as how, y'know, a Genie used to live there. Who KNOWS what kind of crazy magic that place has?
 Chaos Architecture / int_d4f9ccf
featureApplicability
1.0
 Chaos Architecture / int_d4f9ccf
featureConfidence
1.0
 Aladdin
hasFeature
Chaos Architecture / int_d4f9ccf
 Chaos Architecture / int_d5166b44
type
Chaos Architecture
 Chaos Architecture / int_d5166b44
comment
Somewhat justified in the case of High Charity, as it's been mostly converted by the Flood when you return to it in Halo 3, but the remaining original structures still look rather different than they did in Halo 2.
 Chaos Architecture / int_d5166b44
featureApplicability
1.0
 Chaos Architecture / int_d5166b44
featureConfidence
1.0
 Halo 3 (Video Game)
hasFeature
Chaos Architecture / int_d5166b44
 Chaos Architecture / int_d5166b45
type
Chaos Architecture
 Chaos Architecture / int_d5166b45
comment
In Halo 4, the Forward Unto Dawn received a major design change in order to create a more interesting playspace. That said, Word of God is that its original Halo 3 design is still the canon one.
 Chaos Architecture / int_d5166b45
featureApplicability
1.0
 Chaos Architecture / int_d5166b45
featureConfidence
1.0
 Halo 4 (Video Game)
hasFeature
Chaos Architecture / int_d5166b45
 Chaos Architecture / int_d5b5d107
type
Chaos Architecture
 Chaos Architecture / int_d5b5d107
comment
The various sequels to the game Skate justify it being set in the same city of San Vanelona, yet with radically different architecture and layout, by claiming that the city had to be rebuilt after a series of earthquakes.
 Chaos Architecture / int_d5b5d107
featureApplicability
1.0
 Chaos Architecture / int_d5b5d107
featureConfidence
1.0
 Skate (Video Game)
hasFeature
Chaos Architecture / int_d5b5d107
 Chaos Architecture / int_d5ddd6c1
type
Chaos Architecture
 Chaos Architecture / int_d5ddd6c1
comment
Pokémon: The Series: Cerulean City gym received a redesign between Kanto and Alola. Its brightly colored, dome-shaped exterior was replaced and its swimming pool became a retractable battlefield.
 Chaos Architecture / int_d5ddd6c1
featureApplicability
1.0
 Chaos Architecture / int_d5ddd6c1
featureConfidence
1.0
 Pokémon: The Series
hasFeature
Chaos Architecture / int_d5ddd6c1
 Chaos Architecture / int_d77d4eb7
type
Chaos Architecture
 Chaos Architecture / int_d77d4eb7
comment
The layout of the caverns where Sundered takes place changes every time the protagonist Eshe dies, though important rooms that contain bosses, abilities, vistas and so on have fixed locations on the map. This is Justified due to the fact that the caverns are an Eldritch Location.
 Chaos Architecture / int_d77d4eb7
featureApplicability
1.0
 Chaos Architecture / int_d77d4eb7
featureConfidence
1.0
 Sundered (Video Game)
hasFeature
Chaos Architecture / int_d77d4eb7
 Chaos Architecture / int_d98c0a73
type
Chaos Architecture
 Chaos Architecture / int_d98c0a73
comment
In season 5 of Teen Wolf the set of the high school's library was altered significantly, and the set was a reused version of Derek's loft from seasons 3 and 4. There may, however, be an unstated explanation for this set change: the library of Beacon Hills High School was the location of a massive attack by the kanima in season 2, and after filming transferred from Atlanta to Los Angeles starting in season 3, the shots of the library were noticeably different, though it could have been argued that the set was the same as the season 1/season 2 library OR the season 5/season 6 library. In other words, the season 3/season 4 shots of the library feature quite ambiguous shots, giving quite a bit of room for imagining the rest of the library by not showing very much of the library itself while still managing to imply that the scenes were taking place within the school library. It's like the producers KNEW that Derek would leave the show and they'd give the set for his loft to become the library... Suspicious...
 Chaos Architecture / int_d98c0a73
featureApplicability
1.0
 Chaos Architecture / int_d98c0a73
featureConfidence
1.0
 Teen Wolf
hasFeature
Chaos Architecture / int_d98c0a73
 Chaos Architecture / int_d9b2f1eb
type
Chaos Architecture
 Chaos Architecture / int_d9b2f1eb
comment
Maniac Mansion and its sequel, Day of the Tentacle, both take place in the same mansion. However, the mansion (which has been owned by the Edisons for at least 200 years) has less floors in the sequel than it does in the original. Even stranger, Day of the Tentacle has you going back 200 years and forward 200 in time, and the mansion is laid out roughly the same in both of those time periods, too!
 Chaos Architecture / int_d9b2f1eb
featureApplicability
1.0
 Chaos Architecture / int_d9b2f1eb
featureConfidence
1.0
 Maniac Mansion (Video Game)
hasFeature
Chaos Architecture / int_d9b2f1eb
 Chaos Architecture / int_d9c602eb
type
Chaos Architecture
 Chaos Architecture / int_d9c602eb
comment
South Park has had somewhat variable geography, leading to headaches when the creators were consulted on how to build the town "for real" in its Video Game Adaptation.
 Chaos Architecture / int_d9c602eb
featureApplicability
1.0
 Chaos Architecture / int_d9c602eb
featureConfidence
1.0
 South Park
hasFeature
Chaos Architecture / int_d9c602eb
 Chaos Architecture / int_dbce0953
type
Chaos Architecture
 Chaos Architecture / int_dbce0953
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Pikmin:
The main setting of the games, the "Distant Planet," changes rapidly and radically between the two games... which is rather conspicuous, considering that Olimar apparently departed for the planet again immediately upon returning back to his home planet of Hocotate. He makes mention of this a handful of times in his journal entries about the treasures and creatures he encounters.
Same goes for the Forest of Hope, now Awakening Wood; and Distant Spring, now Perplexing Pool. While the basic layout is the same, the actual features are different. May be justified as Olimar and his Pikmin are only the size of a penny, so minor changes to us would be huge changes to them. The many caves of Pikmin 2 are much more noticeable, though, as they change every time you leave and reenter.
Also of note is that in Pikmin 2, it's made far more blatant that the "Distant Planet" is Earth than it was in the first game. Accordingly, many of the changes seem to be clear signs of human development encroaching on the former wilds. As for the time scale, it's somewhat implied that the Distant Planet is distant enough for the trip to take quite a while.'
 Chaos Architecture / int_dbce0953
featureApplicability
1.0
 Chaos Architecture / int_dbce0953
featureConfidence
1.0
 Pikmin (Video Game)
hasFeature
Chaos Architecture / int_dbce0953
 Chaos Architecture / int_dbee7cb5
type
Chaos Architecture
 Chaos Architecture / int_dbee7cb5
comment
Shantae and the Pirate's Curse brings back some areas from Shantae: Risky's Revenge, but since the main action now takes place in new islands, the returning areas are massively simplified. The Pumpkin Field and Lilac Field are combined into the Scarecrow Field. The Tangle Forest is only one screen instead of the large, multi-layered area in the previous game. The Mayor's Seaside Retreat was at the end of a lengthy obstacle course, but now it's just a short walk away from Shantae's lighthouse.
 Chaos Architecture / int_dbee7cb5
featureApplicability
1.0
 Chaos Architecture / int_dbee7cb5
featureConfidence
1.0
 Shantae and the Pirate's Curse (Video Game)
hasFeature
Chaos Architecture / int_dbee7cb5
 Chaos Architecture / int_dc500fbe
type
Chaos Architecture
 Chaos Architecture / int_dc500fbe
comment
Tales of Zestiria is set in a sizable fantasy-medieval-European continent. Prequel Tales of Berseria features a large, sprawling archipelago. Discussion of overseas exploration and far-flung lands in both games suggests they're set in different parts of the same world, until you start finding places in Berseria that are very similar to places in Zestiria, and not because of reused assets. Late in Berseria you reawaken the Four Elemental Empyreans, godlike beings who reshape the world as a side-effect of being awake and acting in the world. Not a lot will noticeably change in a single human lifetime but over the millennium between games, maps will have to be redrawn. A lot.
 Chaos Architecture / int_dc500fbe
featureApplicability
1.0
 Chaos Architecture / int_dc500fbe
featureConfidence
1.0
 Tales of Zestiria (Video Game)
hasFeature
Chaos Architecture / int_dc500fbe
 Chaos Architecture / int_de8f1f24
type
Chaos Architecture
 Chaos Architecture / int_de8f1f24
comment
Averted in Kingdom Hearts III for "The Caribbean", the successor world to II's Port Royal. Each area from the Port Royal section of the world matches the way it was in II, albeit with some extra embellishments due to the game's upgraded processing ability.
 Chaos Architecture / int_de8f1f24
featureApplicability
-1.0
 Chaos Architecture / int_de8f1f24
featureConfidence
1.0
 Kingdom Hearts III (Video Game)
hasFeature
Chaos Architecture / int_de8f1f24
 Chaos Architecture / int_e25322af
type
Chaos Architecture
 Chaos Architecture / int_e25322af
comment
Homestar Runner:
The cartoons rely heavily on Geographic Flexibility, to the point where even interior layouts vary; the house of the Brothers Strong, in particular. For example, the TV room is sometimes implied to be part of a finished basement; other times it is treated as if it were on the main floor.
Additionally, Strong Bad's Cool Game for Attractive People uses a consistent layout... that contradicts most if not all of the toons. The most egregious example is putting the entrance to Strong Bad's computer room on the opposite side from where it has always been (first runner-up is probably making Strong Mad's room only accessible via the bathroom, which defies all known laws of building design in addition to continuity).
The game lampshades this almost immediately in the first episode: As you learn about new locations, you're allowed to place them anywhere you like on the map. Strong Bad's house can be next door to or far from any other location without affecting gameplay.
In the second episode, the map is taken away, and Strong Bad switches to using the discarded game board from a Risk-esque strategy game. This time, though, the placement of locations matter. But since when was the King of Town's castle visible from Marzipan's back yard?
 Chaos Architecture / int_e25322af
featureApplicability
1.0
 Chaos Architecture / int_e25322af
featureConfidence
1.0
 Homestar Runner (Web Animation)
hasFeature
Chaos Architecture / int_e25322af
 Chaos Architecture / int_e293455a
type
Chaos Architecture
 Chaos Architecture / int_e293455a
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The 'underground Church', a notorious location in the television show Buffy the Vampire Slayer is far, far different in the video game. Of course, video games don't have a special effects budget but... it's canon that earthquakes screw with the place all the time (it is in California).
 Chaos Architecture / int_e293455a
featureApplicability
1.0
 Chaos Architecture / int_e293455a
featureConfidence
1.0
 Buffy the Vampire Slayer
hasFeature
Chaos Architecture / int_e293455a
 Chaos Architecture / int_e48493b3
type
Chaos Architecture
 Chaos Architecture / int_e48493b3
comment
Ultima:
The series had three continents disappear after the first game, with the geography more or less stabilizing by the fourth game. Nevertheless, the mere passage of centuries does not explain how the individual towns do not resemble each other in the slightest. Castle Britannia, for example, is constantly adding and removing floors throughout the games.
The disappearance of at least one of the continents, the Lands of Danger and Despair, is explained when you visit it in Ultima VII Part II — Serpent's Isle.
 Chaos Architecture / int_e48493b3
featureApplicability
1.0
 Chaos Architecture / int_e48493b3
featureConfidence
1.0
 Ultima (Video Game)
hasFeature
Chaos Architecture / int_e48493b3
 Chaos Architecture / int_e6355bbc
type
Chaos Architecture
 Chaos Architecture / int_e6355bbc
comment
Marcuria in The Longest Journey Saga. Justified between The Longest Journey and Dreamfall: The Longest Journey, as there is a 10 year Time Skip between the storylines of the two games, in which time the fanatical Azadi invaded the city, replaced the temple with their own Evil Tower of Ominousness, and installed several Steampunk contraptions throughout the city. However, between Dreamfall and Dreamfall Chapters, the changes are more artistic. The two games set right after one another, so In-Universe not much should have changed. But to utilize the more modern game engine, the city is expanded to give room for more exploration, and the layout of certain parts are also changed.
 Chaos Architecture / int_e6355bbc
featureApplicability
1.0
 Chaos Architecture / int_e6355bbc
featureConfidence
1.0
 The Longest Journey Saga (Video Game)
hasFeature
Chaos Architecture / int_e6355bbc
 Chaos Architecture / int_e863cc41
type
Chaos Architecture
 Chaos Architecture / int_e863cc41
comment
Mega Man Battle Network is a curious example of this trope, as Lan's hometown stayed the same between the first three games. Then, starting with the fourth, all the buildings and the school's location were changed around (including in flashbacks taking place before the first game). It then stayed like this until the end of the series. The Internet in said games, however, changed every time. Just like in real life, the Net is ever changing.
 Chaos Architecture / int_e863cc41
featureApplicability
1.0
 Chaos Architecture / int_e863cc41
featureConfidence
1.0
 Mega Man Battle Network (Video Game)
hasFeature
Chaos Architecture / int_e863cc41
 Chaos Architecture / int_ea4f62db
type
Chaos Architecture
 Chaos Architecture / int_ea4f62db
comment
Family Guy:
Once in a while the Griffins' house experiences an architecture shift for no reason. For example, when Peter catches a bullfrog to make Chris feel better, but then has to throw it out because he accidently killed it, the door which he came from disappears and reappears as a window where he throws out the frog.
Averted in one episode with Peter's "Thinking Grenades". Seth MacFarlane's commentary on the scene says that he originally planned to have the scene in the bar, but there was no window by their table.
 Chaos Architecture / int_ea4f62db
featureApplicability
-1.0
 Chaos Architecture / int_ea4f62db
featureConfidence
1.0
 Family Guy
hasFeature
Chaos Architecture / int_ea4f62db
 Chaos Architecture / int_ea59c45d
type
Chaos Architecture
 Chaos Architecture / int_ea59c45d
comment
The series series has three Liberty Cities: the one from the original game, the one from Grand Theft Auto III and Grand Theft Auto: Liberty City Stories, and the one from Grand Theft Auto IV. All are supposed to be New York City stand-ins.
 Chaos Architecture / int_ea59c45d
featureApplicability
1.0
 Chaos Architecture / int_ea59c45d
featureConfidence
1.0
 Grand Theft Auto (Classic) (Video Game)
hasFeature
Chaos Architecture / int_ea59c45d
 Chaos Architecture / int_f04b4111
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Chaos Architecture
 Chaos Architecture / int_f04b4111
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Metroid
When Samus revisits Zebes in Super Metroid, all that's left of the original architecture is a little bit of the initial chamber and the remains of Mother Brain's original jar. Except for Ridley still being in lower Norfair, there are no other analogues to the original game.
Metroid: Zero Mission, being a retelling of the original, is surprisingly faithful to it (down to the same ledges that you jump on, sometimes), but once you kill Mother Brain and finish the game, the plot goes firmly off the rails and Samus goes to places that never existed in the original, including a couple rooms between the Space Pirates' mothership and the rest of the game which look like the Wrecked Ship from Super Metroid.
 Chaos Architecture / int_f04b4111
featureApplicability
1.0
 Chaos Architecture / int_f04b4111
featureConfidence
1.0
 Metroid (Franchise)
hasFeature
Chaos Architecture / int_f04b4111
 Chaos Architecture / int_f19918e3
type
Chaos Architecture
 Chaos Architecture / int_f19918e3
comment
In the Metamor Keep story-verse, the universe's namesake is this. The keep itself was hard to map, because it's always changing. It's often played for laughs, too, since some of the more humorous sections of the verse joke that giving directions to one's room in the keep is worthless since they'd always be invalid by the end of the week.
 Chaos Architecture / int_f19918e3
featureApplicability
1.0
 Chaos Architecture / int_f19918e3
featureConfidence
1.0
 Metamor Keep
hasFeature
Chaos Architecture / int_f19918e3
 Chaos Architecture / int_f2041376
type
Chaos Architecture
 Chaos Architecture / int_f2041376
comment
Charmed (1998):
Piper got a job in an Italian restaurant in the pilot, but from the second episode onwards she works in a different restaurant named "Quake". While both the set and the outside shots are different, it is stated to be the same place.
The bathroom under the manor's staircase changes into a closet come Season 5.
In Season 6, after Phoebe and Paige temporarily move out, Paige's old bedroom becomes Wyatt and Chris' room. They keep their room when Paige moves back in, with another never-before-seen fourth bedroom appearing out of nowhere.
 Chaos Architecture / int_f2041376
featureApplicability
1.0
 Chaos Architecture / int_f2041376
featureConfidence
1.0
 Charmed (1998)
hasFeature
Chaos Architecture / int_f2041376
 Chaos Architecture / int_f6a54e75
type
Chaos Architecture
 Chaos Architecture / int_f6a54e75
comment
One of the gates (the one opposite the Coliseum itself) in Olympus Coliseum leads somewhere different in each game.
 Chaos Architecture / int_f6a54e75
featureApplicability
1.0
 Chaos Architecture / int_f6a54e75
featureConfidence
1.0
 Kingdom Hearts (Franchise)
hasFeature
Chaos Architecture / int_f6a54e75
 Chaos Architecture / int_f6c05e8e
type
Chaos Architecture
 Chaos Architecture / int_f6c05e8e
comment
In Monica's apartment on Friends there is sometimes an arch between the main room and the kitchen. Sometimes its presence is demanded by the plot, but sometimes it's just there because the director liked it there.
 Chaos Architecture / int_f6c05e8e
featureApplicability
1.0
 Chaos Architecture / int_f6c05e8e
featureConfidence
1.0
 Friends
hasFeature
Chaos Architecture / int_f6c05e8e
 Chaos Architecture / int_fa5e90fd
type
Chaos Architecture
 Chaos Architecture / int_fa5e90fd
comment
Mostly justified in City of Heroes, where zone overhauls are either works in progress (Faultline) security countermeasures (Rikti Warzone), or were there all along (universities). The exception is door missions, which are assigned a random map each visit. You can exit part one of a two-door mission, turn around, and enter the same door to access a completely different map. Praetoria mostly averts this, as specific missions with specific maps are tied to specific doors (I.E. A mission directing you to the Ministry of Technology will always send you to the same building). Of course, Praetoria also lacks random missions, which means that random door assignment isn't necessarily needed.
 Chaos Architecture / int_fa5e90fd
featureApplicability
1.0
 Chaos Architecture / int_fa5e90fd
featureConfidence
1.0
 City of Heroes (Video Game)
hasFeature
Chaos Architecture / int_fa5e90fd
 Chaos Architecture / int_fc0e7530
type
Chaos Architecture
 Chaos Architecture / int_fc0e7530
comment
Dexter's Laboratory may be a deliberate version; his lab is a wildly inconsistent forest of giant blue computers.
 Chaos Architecture / int_fc0e7530
featureApplicability
1.0
 Chaos Architecture / int_fc0e7530
featureConfidence
1.0
 Dexter's Laboratory
hasFeature
Chaos Architecture / int_fc0e7530
 Chaos Architecture / int_fd3487b9
type
Chaos Architecture
 Chaos Architecture / int_fd3487b9
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Whether Luigi lives alone or with Mario is also inconsistent, most conspicuously in Mario & Luigi: Superstar Saga where he lives with Mario despite there being several references to Luigi's Mansion, at the end of which Luigi could purchase one of several houses depending on his accumulated funds. On that subject, in Mario Kart: Double Dash!! the A-rank new mansion is visible on Luigi's home course, but in Luigi's Mansion: Dark Moon the house shown in the opening cutscene is the D-rank new mansion.
 Chaos Architecture / int_fd3487b9
featureApplicability
1.0
 Chaos Architecture / int_fd3487b9
featureConfidence
1.0
 Mario & Luigi: Superstar Saga (Video Game)
hasFeature
Chaos Architecture / int_fd3487b9
 Chaos Architecture / int_fd350996
type
Chaos Architecture
 Chaos Architecture / int_fd350996
comment
The disappearance of at least one of the continents, the Lands of Danger and Despair, is explained when you visit it in Ultima VII Part II — Serpent's Isle.
 Chaos Architecture / int_fd350996
featureApplicability
1.0
 Chaos Architecture / int_fd350996
featureConfidence
1.0
 Ultima VII Part II (Video Game)
hasFeature
Chaos Architecture / int_fd350996
 Chaos Architecture / int_fe225cd4
type
Chaos Architecture
 Chaos Architecture / int_fe225cd4
comment
The Chronicles of Amber: Lords of Chaos use the spatial properties of their realm to build transient habitats for themselves in accordance with their current architectural tastes.
 Chaos Architecture / int_fe225cd4
featureApplicability
1.0
 Chaos Architecture / int_fe225cd4
featureConfidence
1.0
 The Chronicles of Amber
hasFeature
Chaos Architecture / int_fe225cd4
 Chaos Architecture / int_fe24dd6f
type
Chaos Architecture
 Chaos Architecture / int_fe24dd6f
comment
Fort Schmerzen in Medal of Honor: Allied Assault is very different from its incarnation in the original game, mainly due to the much more advanced engine.
 Chaos Architecture / int_fe24dd6f
featureApplicability
1.0
 Chaos Architecture / int_fe24dd6f
featureConfidence
1.0
 Medal of Honor (Video Game)
hasFeature
Chaos Architecture / int_fe24dd6f
 Chaos Architecture / int_fe30da6
type
Chaos Architecture
 Chaos Architecture / int_fe30da6
comment
WKRP in Cincinnati's bullpen set, introduced partway through season 1, clearly occupies some sort of M.C. Escher-inspired eighth-dimensional tesseract space when you try to reconcile where the windows look out onto, and where the windows in the broadcast studio hallway and Mr. Carlson's office face. Things get even weirder in the 90s revival series, when Buddy is seen putting a window between the program director's office and the broadcast booth, which previously didn't appear to be anywhere near each other.
 Chaos Architecture / int_fe30da6
featureApplicability
1.0
 Chaos Architecture / int_fe30da6
featureConfidence
1.0
 WKRP in Cincinnati
hasFeature
Chaos Architecture / int_fe30da6

The following is a list of statements referring to the current page from other pages.

 Chaos Architecture
processingCategory2
Castlevania (Franchise)
 Chaos Architecture
processingCategory2
Acceptable Breaks from Reality
 Chaos Architecture
processingCategory2
Architecture Tropes
 Adolescence of Utena / int_1527e9ae
type
Chaos Architecture
 Ratchet & Clank (2010) (Comic Book) / int_1527e9ae
type
Chaos Architecture
 Always Visible (Fanfic) / int_1527e9ae
type
Chaos Architecture
 Linked Chronicles (Fanfic) / int_1527e9ae
type
Chaos Architecture
 Mass Effect: Human Revolution (Fanfic) / int_1527e9ae
type
Chaos Architecture
 Sunset Shimmer Is Mad About Everything (Fanfic) / int_1527e9ae
type
Chaos Architecture
 Sweetie's Mansion (Fanfic) / int_1527e9ae
type
Chaos Architecture
 The Keys Stand Alone (Fanfic) / int_1527e9ae
type
Chaos Architecture
 Batman Forever / int_1527e9ae
type
Chaos Architecture
 Batman Returns / int_1527e9ae
type
Chaos Architecture
 Harry Potter and the Prisoner of Azkaban / int_1527e9ae
type
Chaos Architecture
 Jay and Silent Bob Reboot / int_1527e9ae
type
Chaos Architecture
 Jurassic World: Fallen Kingdom / int_1527e9ae
type
Chaos Architecture
 Silent Hill (Franchise) / int_1527e9ae
type
Chaos Architecture
 Super Mario Bros. (Franchise) / int_1527e9ae
type
Chaos Architecture
 The Legend of Zelda (Franchise) / int_1527e9ae
type
Chaos Architecture
 Drunk Fortress (Lets Play) / int_1527e9ae
type
Chaos Architecture
 Dhalgren / int_1527e9ae
type
Chaos Architecture
 Gearworld / int_1527e9ae
type
Chaos Architecture
 Jack Blank / int_1527e9ae
type
Chaos Architecture
 King's Quest / int_1527e9ae
type
Chaos Architecture
 Metamor Keep / int_1527e9ae
type
Chaos Architecture
 The Ocean at the End of the Lane / int_1527e9ae
type
Chaos Architecture
 EdnaAndHarveyHarveysNewEyes
seeAlso
Chaos Architecture
 Minami-ke (Manga) / int_1527e9ae
type
Chaos Architecture
 Nightschool (Manga) / int_1527e9ae
type
Chaos Architecture
 Shadows House (Manga) / int_1527e9ae
type
Chaos Architecture
 Tropes A to F / Real Life / int_1527e9ae
type
Chaos Architecture
 Replay Value Universe / Role Play / int_1527e9ae
type
Chaos Architecture
 Trustfell 2 Trust Harder (Roleplay) / int_1527e9ae
type
Chaos Architecture
 Charmed (1998) / int_1527e9ae
type
Chaos Architecture
 Community / int_1527e9ae
type
Chaos Architecture
 Happy Together / int_1527e9ae
type
Chaos Architecture
 Hogan's Heroes / int_1527e9ae
type
Chaos Architecture
 Lucifer (2016) / int_1527e9ae
type
Chaos Architecture
 Mama's Family / int_1527e9ae
type
Chaos Architecture
 That '70s Show / int_1527e9ae
type
Chaos Architecture
 That '90s Show / int_1527e9ae
type
Chaos Architecture
 The Lucy Show / int_1527e9ae
type
Chaos Architecture
 The Odd Couple (1970) / int_1527e9ae
type
Chaos Architecture
 The Office (US) / int_1527e9ae
type
Chaos Architecture
 The Sunny Side Up Show / int_1527e9ae
type
Chaos Architecture
 Achtung! Cthulhu (Tabletop Game) / int_1527e9ae
type
Chaos Architecture
 Boss Monster (Tabletop Game) / int_1527e9ae
type
Chaos Architecture
 City of 7 Seraphs (Tabletop Game) / int_1527e9ae
type
Chaos Architecture
 Delta Green (Tabletop Game) / int_1527e9ae
type
Chaos Architecture
 Invisible Sun (Tabletop Game) / int_1527e9ae
type
Chaos Architecture
 Numenera (Tabletop Game) / int_1527e9ae
type
Chaos Architecture
 Planebreaker (Tabletop Game) / int_1527e9ae
type
Chaos Architecture
 Sunken Isles (Tabletop Game) / int_1527e9ae
type
Chaos Architecture
 The Stars Are Fire (Tabletop Game) / int_1527e9ae
type
Chaos Architecture
 A Link to the Past: Randomizer (Video Game) / int_1527e9ae
type
Chaos Architecture
 Afraid of Monsters (Video Game) / int_1527e9ae
type
Chaos Architecture
 Avernum (Video Game) / int_1527e9ae
type
Chaos Architecture
 Banjo-Tooie (Video Game) / int_1527e9ae
type
Chaos Architecture
 Baten Kaitos (Video Game) / int_1527e9ae
type
Chaos Architecture
 Blaster Master Zero III (Video Game) / int_1527e9ae
type
Chaos Architecture
 Castlevania: Chronicles of Sorrow (Video Game) / int_1527e9ae
type
Chaos Architecture
 Castlevania: Dawn of Sorrow (Video Game) / int_1527e9ae
type
Chaos Architecture
 Castlevania: Symphony of the Night (Video Game) / int_1527e9ae
type
Chaos Architecture
 Civilization (Video Game) / int_1527e9ae
type
Chaos Architecture
 Control (Video Game) / int_1527e9ae
type
Chaos Architecture
 Cry of Fear (Video Game) / int_1527e9ae
type
Chaos Architecture
 Day of the Tentacle (Video Game) / int_1527e9ae
type
Chaos Architecture
 Dead Cells (Video Game) / int_1527e9ae
type
Chaos Architecture
 Devil May Cry (Video Game) / int_1527e9ae
type
Chaos Architecture
 Devil May Cry (Video Game) / int_1527e9ae
type
Chaos Architecture
 Diablo (1997) (Video Game) / int_1527e9ae
type
Chaos Architecture
 Diablo II (Video Game) / int_1527e9ae
type
Chaos Architecture
 Donkey Kong 64 (Video Game) / int_1527e9ae
type
Chaos Architecture
 Donkey Kong Country Returns (Video Game) / int_1527e9ae
type
Chaos Architecture
 Dragon Quest XI (Video Game) / int_1527e9ae
type
Chaos Architecture
 Edna & Harvey: Harvey’s New Eyes (Video Game) / int_1527e9ae
type
Chaos Architecture
 Faery Tale Online (Video Game) / int_1527e9ae
type
Chaos Architecture
 Fallout 2 (Video Game) / int_1527e9ae
type
Chaos Architecture
 Final Fantasy Tactics A2 (Video Game) / int_1527e9ae
type
Chaos Architecture
 Gary Gadget (Video Game) / int_1527e9ae
type
Chaos Architecture
 GoldenEye (1997) (Video Game) / int_1527e9ae
type
Chaos Architecture
 Golden Sun: Dark Dawn (Video Game)
seeAlso
Chaos Architecture
 Golden Sun: Dark Dawn (Video Game) / int_1527e9ae
type
Chaos Architecture
 Grand Theft Auto IV (Video Game) / int_1527e9ae
type
Chaos Architecture
 Halo: Combat Evolved (Video Game) / int_1527e9ae
type
Chaos Architecture
 Harry Potter (Video Game) / int_1527e9ae
type
Chaos Architecture
 Hello Charlotte (Video Game) / int_1527e9ae
type
Chaos Architecture
 Jak 3 (Video Game) / int_1527e9ae
type
Chaos Architecture
 Jak and Daxter (Video Game) / int_1527e9ae
type
Chaos Architecture
 Jurassic Park: Trespasser (Video Game) / int_1527e9ae
type
Chaos Architecture
 Kingdom Hearts coded (Video Game) / int_1527e9ae
type
Chaos Architecture
 King's Quest (Video Game) / int_1527e9ae
type
Chaos Architecture
 Kings Quest (2015) (Video Game) / int_1527e9ae
type
Chaos Architecture
 Kings Quest III Gold (Video Game) / int_1527e9ae
type
Chaos Architecture
 King's Quest II: Romancing the Stones (Video Game) / int_1527e9ae
type
Chaos Architecture
 Mega Man Battle Network (Video Game) / int_1527e9ae
type
Chaos Architecture
 Ori and the Blind Forest (Video Game) / int_1527e9ae
type
Chaos Architecture
 Pokémon Gold and Silver (Video Game) / int_1527e9ae
type
Chaos Architecture
 Portal 2 (Video Game) / int_1527e9ae
type
Chaos Architecture
 Receiver (Video Game) / int_1527e9ae
type
Chaos Architecture
 Seven Days 2016 (Video Game) / int_1527e9ae
type
Chaos Architecture
 Shantae (Video Game) / int_1527e9ae
type
Chaos Architecture
 Sonic Adventure (Video Game) / int_1527e9ae
type
Chaos Architecture
 The Legend of Dragoon (Video Game) / int_1527e9ae
type
Chaos Architecture
 The Legend of Kyrandia (Video Game) / int_1527e9ae
type
Chaos Architecture
 Wonderland Adventures (Video Game) / int_1527e9ae
type
Chaos Architecture
 CastlevaniaChroniclesOfSorrow
seeAlso
Chaos Architecture
 The Legend of Zelda: A Link Between Worlds / Videogame / int_1527e9ae
type
Chaos Architecture
 Da Capo (Visual Novel) / int_1527e9ae
type
Chaos Architecture
 White Dark Life / Web Comic / int_1527e9ae
type
Chaos Architecture
 Joueur du Grenier (Web Video) / int_1527e9ae
type
Chaos Architecture
 Shadow of Israphel (Web Video) / int_1527e9ae
type
Chaos Architecture
 TheRealJims (Web Video) / int_1527e9ae
type
Chaos Architecture
 Unwinder's Tall Comics (Webcomic) / int_1527e9ae
type
Chaos Architecture
 Chuggington / int_1527e9ae
type
Chaos Architecture
 Cow and Chicken / int_1527e9ae
type
Chaos Architecture
 I Haven't Got A Hat / int_1527e9ae
type
Chaos Architecture
 My Little Pony: Equestria Girls / int_1527e9ae
type
Chaos Architecture
 My Little Pony: Equestria Girls / int_1527e9ae
type
Chaos Architecture
 Recess: School's Out / int_1527e9ae
type
Chaos Architecture
 The Adventures of Super Mario Bros. 3 / int_1527e9ae
type
Chaos Architecture
 The Raccoons / int_1527e9ae
type
Chaos Architecture
 chaosarchitecture
sameAs
Chaos Architecture
 Ys (Video Game) / int_1527e9ae
type
Chaos Architecture