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Video Game Geography

 Video Game Geography
type
FeatureClass
 Video Game Geography
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Video Game Geography
 Video Game Geography
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VideoGameGeography
 Video Game Geography
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There are logical and very justifiable reasons for video games to screw with geography.
This is a trope with two types:
Type 1 has to do with video game world maps. You might think that the map you're looking at makes pretty good sense until the following Fridge Logic kicks in: "If this were really a normal spherical world, I ought to not be able to move like this." Common map oddities include:
Toruses ("donut-shapes"): Going off one side of the screen causes the player to appear at the opposite, implying a toroidal (or donut) shape.note Actually a duocylinder, which has the same topology as a toroid but without the deformation. Unlike a toroid, a duocylinder cannot be represented in 3D space; it requires that you connect the two ends of a cylinder through a 4th dimension so that it does not distort the surface outwards or inwards. Thus you scroll off the bottom and end up at the top, instead of going in the opposite direction from a different area at the bottom. It allows, among other things, faster travel around the map, allowing players to not have to cross the equator every time they want to get from the north pole to south pole and vice-versa.
Cylinders: Like toroids, but circumvents the polar issue by making them impassable, either with Invisible Walls or the geological equivalent of Insurmountable Waist High Fences - ice, glaciers and mountains. (This is believable in a game where you start out with primitive tech but gets less plausible when you advance up to airplanes.)
Flat and rectangular: You can't walk off the edge of the map at all thanks to Invisible Walls. In theory there may be more game world out there than the map shows but you'll never know, will you? Frequent in the case of video game Fantasy World Maps and many RPGs.
Flat and country-shaped: You can't walk off the edge of the map, which is shaped like any real-world border, irregular and conforming to mountains, rivers, etc. You can see some LOD land beyond the border, but you cannot get there and discover that it's sound stage quality. Most well known from the Bethesda RPGs (The Elder Scrolls and the new Fallouts).
For all of these the technical justification is about the same: a spherical world is somewhat difficult to implement and display properly, especially on the computers and game consoles of yesteryear. Rarely are these ever a real Flat World, Ring World Planet or other exotic World Shapes - they do exist in games but they're not the reason for this trope.
Type 2 is screwing with geography in order to comply with the Rule of Fun. Spending half an hour walking to your next destination, with or without Random Encounters to spice things up, is not very fun, so let's make the world small enough to be traversable. Sailing down what in Real Life is a calm and peaceful river is not all that fun, so let's throw in fast moving water and some rock hazards. Got the idea? Admittedly sometimes this happens because of laziness or tight deadlines: "we've got a forest and we've got a desert you have to go through and we don't have time or space to make a transition area." And sometimes it is genuinely is research failure but those don't belong here.
Related to World Shapes. Compare Patchwork Map and Sorting Algorithm of Threatening Geography. Contrast Artistic License – Geography. Has elements in common with Space Compression and Units Not to Scale.
 Video Game Geography
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 Video Game Geography / int_11abb73e
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Video Game Geography
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The world of Hydlide was a 5 screen by 5 screen toroid.
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Star Ocean: The Second Story:
Expel suffers from the torus-shaped issue, though unless you return to Lotus-Eater Machine Expel at the end of the game (and therefore have your Synard), it's not particularly noteworthy. However, you do see pictures of Expel from outer space on multiple occasions, and Expel is indeed depicted as spherical.
Nede is of the "flat and country-shaped" variety. In this case, it's intentional and justified, as the current Nede is a flat asteroid covered in a space-time deflector shield, so attempting to enter or leave Nede is nigh impossible.
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Arena and Daggerfall have realistically sized and fully explorable land masses, but are rather generic while being randomly and/or procedurally generated outside of a few plot-specific locations.
Arena takes the cake, however: no matter how far you walk in one direction away from a city/dungeon, you will never find anything else on your fast travel map. I.e., you will never be able to hoof it from one city to another. You will keep walking forever, finding more and more randomly generated terrain until your computer runs out of memory to hold it all.
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Scarab of Ra takes place in a square pyramid where each level is below the previous level. Nevertheless, somehow exiting one level at the southeast corner takes you to the entrance to the next level at the northwest corner.
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The maps are compressed quite a bit in the Battlefield series, because full-size replicas of the actual battlefields would spread the players out to hell and gone.
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The SNES game Terranigma, contains not one, but two world maps - underworld Earth (although there is no way for you to cross all the way around in any direction, as you cannot cross the lava seas), and overworld Earth - both of which are toroidal. In the overworld, which is supposed to be Earth, go north from Greenland and you'll end up in the Antarctic.
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The scale issue, at least, is possibly justified in Dragon Quest VIII. If you check the battle log in eventually you'll get a message saying that you've traveled far enough to do a complete circumference of the globe. How far is that? A little over 200 miles, meaning that it really is an incredibly tiny planet.
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The Might and Magic early series has Isles of Terra, the third game, as a basic toroid. The other four: Sanctum, Gates, Clouds, and Darkside are all flat and take place on a fixed plane. In their case, however, it's justified: Terra is a planet, but the other four worlds are spaceships. The finale of World of Xeen, which is created when Clouds and Darkside are installed on the same PC, has the world turned into a sphere.
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Asteroids? More like As-toroids!
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Myst IV: Revelation has Haven, which prominently features a rocky seacoast, a jungle, a swamp, and a savanna all within yards of each other.
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The Blue Sphere special stages in the Sonic The Hedgehog series take place on checkered donuts, but visually projected onto a sphere. It can get pretty disorienting if you think about the disparity too hard while playing.
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Metal Wolf Chaos has the hero defending the Statue of Liberty from a tank, which is rolling down a loooong suspension bridge that apparently leads right to the landmark. Perhaps the developers thought the tank would have looked lame if it took the ferry, which is the only real-life way to get to Liberty Island. Not to mention that, judging by the direction the Statue is facing, the other end of said bridge must be somewhere in the Atlantic Ocean.
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Ultima Online standard torus world map.
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Every game of Crush, Crumble, and Chomp! takes place in a rectangular map, four screens tall by four screens wide. No exceptions.
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Commandos:
The first game presented a rather strange image of 1940s Norway. Civilian housing was depicted as either half-timbered (rare in real life, and confined to older buildings in the capital and nearby areas) or curiously medieval-looking. One mission centered around sabotaging a railroad gun located in the lapp village of Masi, with a large ruined stone manor nearby. The real Masi is located far from any past or present railroads, and any building found in that area would be wooden.
In Commandos 2, South American piranha can be found in Burma and Thailand, and penguins (southern animals) frolick around a German destroyer in the North Sea. The manual mentions these discrepancies, and others; they are merely included to make levels more interesting.
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Final Fantasy III actually starts you on a Flat and Rectangular floating island, with your character unable to walk off the edge. Once you get an airship you can fly off of the island and onto the larger, toroid map.
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World of Warcraft also fits this, as the world is effectively compressed down, making all zones much smaller than they would be in "reality", which also leads to borders between zones being very clear (most notably in cases when there's two zones with very different terrain). An example of this can be seen when looking at any of Warcrafts comic or manga series. Traveling around in game will take a few minutes at most, but in the stories going from one place to another can take days.
Confusingly, there is an NPC near the south end of Winterspring who claims Everlook, the local quest hub, is about a mile north of there. Everlook can be found in the middle of the zone, and Winterspring takes up quite a bit of space on the world map.
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Golden Sun: The Lost Age has the world flat by making oceans spill into nothingness by the edges. This becomes a major plot point. Since the power of Alchemy was sealed, the world cannot survive without its power, so it is crumbling into self. This causes the world to shrink further and further until, if left unchecked, it crumbles into nothing. This is why the antagonists from the first game wanted to light the elemental lighthouses so badly since their hometown was on the verge of being swallowed up by a growing abyss, aka edge of the world.
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All of the Grand Theft Auto games have had some form of this. The first 2-D games had you restricted to a completely self-contained city with no way out. GTA III had Liberty City walled in by ocean and mountains. Vice City, San Andreas, and the GTA IV Liberty City are all surrounded by ocean with no land in sight. Trying to go too far out makes you hit an invisible wall. However, the canon treats them as your usual coastal cities (e.g. one of Johnny Klebitz's patches states that he went to Los Santos on a motorbike). This is even noticeable in-game for GTA IV, as the hills to the west of Alderney cut off rather abruptly into the ocean, or in San Andreas where the same happens with the unnamed cordillera in the map's northwestern corner.
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The world of Civilization Revolution follows the cylinder definition, and yes, that means fighters and bombers are unable to cross the icy ends.
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Fallout: New Vegas follows the same methods to box the player in. There are also a few blocked off roads to nowhere and collapsed caves that appear on the map but don't serve any importance, although some are used as entrances to DLC content. As with RDR and Fallout 3, you can glitch out of the map at certain points and explore the endless outer landscape.
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Peasantry appears to be cylindrical. Going up the northern border will take you to the southern one, while passing the southern border takes you up north. East an west are blocked by an Insurmountable Waist-High Fence, and a giant cliff. The former can be broken on one point by scaring a horse. This reveals a hidden area with a character you need to talk to. The later has a passage leading to Trogdor.
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All mainline games beyond Dragon Quest I (which has no way off the land mass surrounding the Dragonlord's castle) feature a toroid world. Dragon Quest III combines this with a Hollow World, the inside world being a toroidal version of the original DQI/DQII world. Now, figure that out.
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Played straight in Nostalgia (Red Entertainment), especially egregiously since the world map is supposed to represent OUR Earth.
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Dwarf Fortress is famous for its ridiculously intricate world-generation procedure. Landmasses, waterways, weather patterns, and even mineral deposits are just a few things created through simulation of real-world processes. Despite all that, the result is still a rectangle with the same fundamental problem as a Mercator projection: oversized poles. In contrast, RimWorld, which was heavily influenced by Dwarf Fortress, produces spherical worlds by way of a geodesic grid of hexagons and pentagons rather than rectangles. RimWorld's only concession to this trope is that by default only 30% of the world's surface is actually generated, to save time. But you can ask for the whole thing if you don't mind waiting.
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Fallout 3 is the "flat and country-shaped" sort of variant. The game world is a flat square in the area around Washington, but once the player reaches the edge of the world, the player can see that the world continues well past the limit of movement. There is even an entire district of skyscrapers across the Potomac from Rivet City. Ditto Fallout: New Vegas.
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Escape Velocity has an unusual relationship with this trope. Initially the original EV had toroidal space, but Ambrosia Software could never quite get it working so it was changed to square space with invisible walls in a patch. EV Override stayed with the square space model, but EV Nova managed to get toroidal working properly.
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Soldier of Fortune's last mission involves invading a German castle, under which the enemy has a submarine dock. Except that the Castle is the mountains, in a part of Germany that is far from the ocean.
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Earlier Breath of Fire games have the toroid topology.
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Final Fantasy IV is interesting because we know the world and its moons are spheres, yet the world and one of its moons has a toroidal map. There's also an underworld, which averts this by simply being enclosed in walls.
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King's Quest V has, right at the beginning, a desert, a rainforest, and snowy mountains all within easy walking distance of each other. In real life this is possible (except for the "easy" part) if the mountains are between the other two and the prevailing winds blow from the rainforest's direction, but that doesn't seem to be the situation here.
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Red Dead Redemption does this but does it better than the GTA games. The game world is almost entirely landlocked and there is land stretching out as far as the eye can see, you just can't access all of it thanks to canyon walls, mountains, rivers and lakes. Its actually been discovered that you can glitch your way beyond the game's barrier and that there is plenty of fully detailed space outside of the boundary.
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Brave Hero Yuusha: The world is a torus. North connects to south, and east connects to west.
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Spinoff game Colonization puts your faction on a flat rectangle, although this is justified by the fact that you're playing as a colonial viceroy with a limited mandate. Your ships can sail over the edge of the map, but this automatically transports them to your home country's European port.
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The Elder Scrolls:
Arena and Daggerfall have realistically sized and fully explorable land masses, but are rather generic while being randomly and/or procedurally generated outside of a few plot-specific locations.
Arena takes the cake, however: no matter how far you walk in one direction away from a city/dungeon, you will never find anything else on your fast travel map. I.e., you will never be able to hoof it from one city to another. You will keep walking forever, finding more and more randomly generated terrain until your computer runs out of memory to hold it all.
The series' jump to 3D, starting with Morrowind, shrinks the game world though the use of Space Compression, but they are still far larger than most video game settings and feel just as large thanks to the hand-crafted environments. Still, it can be a bit jarring when, in Skyrim for example, the tree line ends at about 50 feet above sea level, and your stroll though a temperate field suddenly ends with you on a blizzard-swept peak with field still in sight behind you. Further, the tallest mountain in the game (and stated to be the tallest in Tamriel in the lore) tops out at 766 meters tall, and its "7000 steps" are actually 732.
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The "World is Round" discovery in Skies of Arcadia would be better named "World is Toroid".
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Kerbal Space Program takes place in a solar system about 1/10 the size of ours. This, coupled with the reduced performance of Kerbal rocketry, generally makes things faster, not easier. The fact that Kerbin is 1200 km across, but has the same gravity as earth, means it has a density about 10 times as great, or twice the density of osmium, the densest element known.
Despite the Space Compression, everything is scaled so that space is still mostly empty and voyages to other planets will likely take months or years in real time, which which why the game also a has "Time Accelerate" function.
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Like Final Fantasy, most Tales Series have the toroidal world going on. And there are times when the whole planet is seen as a sphere in cutscenes.
This is an issue in Tales of the Abyss. Two dungeons, the Absorption Gate and the Radiation Gate, are supposed the be the respective north and south poles of the planet...except while traveling on the world map it looks as though both gates are right next to each other.
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Shadow Hearts: From The New World takes place all over the Western Hemisphere. The real one, with America and Brazil and so forth. Which the characters navigate almost entirely on foot.
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Metroid Prime does this. Magmoor Caverns is essentially a giant short-cut, and there are a lot of very, very convenient elevators to different locations. The world itself looks irregular and confused, but when you play through it, getting around feels mostly natural. It always seems like there's a quick route to where you need to go next. To understand why this is a useful trope, consider Metroid Prime 2 , which averts this. The world is very regular: there is a central hub world with elevators to 3 adjacent areas, and each adjacent area has elevators to the two areas around it. However, none of these entrances and exits are very placed for the convenience of the player. Getting around is painful, even if you don't count forced encounter rooms that you're frequently forced to go through. There is almost never a fast route to where you need to go next.
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In Adventurers! (where RPG clichés have precedence over realism), a scientist makes the alarming discovery that it is impossible for the world to be round.
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A particular weird example in Final Fantasy Adventure (also known as Seiken Densutsu, Mystic Quest, or Adventures of Mana): The world map is the usual flattened torus, but it's almost entirely covered by one huge continent which connects to itself at what appears to be its 'upper left' and 'lower right' ends. That means the continent has 2 separate coastlines, yet you can travel by sea from one to the other (which would not be possible for any continent located on a sphere). Guaranteed to mess with your brain as you try to navigate from A to B. You'll best understand it by looking at this image, which repeats the map along both x and y axes.
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Secret of Mana also lets you view its torus-world map as a plane or a globe.
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Justified and/or Lampshaded in Creatures, where the "planet" is actually stated as being cylindrical. ...With very odd gravitational properties. (And there's no cylinder world trope, but this also fits in World Shapes.)
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According to the cutscenes, Chrono Trigger takes place on a spherical planet. However, it is treated as a torus during standard gameplay.
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Lampshaded to some extent in Final Fantasy V: Not only is the map a toroid, but the landmass is a giant ring once you reunite the two worlds.
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In Planet Alcatraz, every area is square and surrounded by invisible walls, be it cities, towns, villages, canyons. Every. Single. One.
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Inverted in Penn and Teller's Smoke and Mirrors' mini-game "Desert Bus", where the player makes a trip from Tucson, Arizona to Las Vegas, Nevada by bus, and the gameplay is, if anything, even more boring than it would be in real life. Maximum speed: 45 mph. Pausing: none. Total trip time: Approximately 8 hours.
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In the expansion for the first Call of Duty game, a part of the game takes part in the Netherlands. Particularly in a mountainous area. Good luck finding mountains in the Netherlands, the closest available can be found a couple of hundred kilometers away, far outside the country. Although the Dutch consider some areas to be "mountainous", just being a 6 meter high heap of sand makes you eligible to be called a mountain and even get your own page on The Other Wiki.
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The above-mentioned fourth game also had a similar infinity in the swamp, which stretched out in every direction once you were sufficiently far away from the shore. This was explained as getting lost in the swamp due to copious amounts of evil magic at work.
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Taken to an extreme in Final Fantasy XII: Revenant Wings, in which an essentially flat Floating Continent works by the same mechanic.
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Tetrisphere, of all things, really should have been called Tetristorus.
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Fury³ maps are donut-shaped, apparently, despite them supposedly taking place over a small portion of a spherical planet's surface.
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The Lufia series is a particularly odd example. The world of Lufia & The Fortress of Doom is definitely toroidal, and that's all fine and good...except that the world map in the prequel is completely different. And they explain this by saying that Lufia II takes place in "North Land", while Lufia I takes place in "West Land". No matter how far west of North Land you go, you will never reach West Land. Same with South Land and Estoland. Maybe they're toroids looped around each other??
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Bizarrely, Ultima VI and only Ultima VI depicted Britannia as a Flat World situated within the Ethereal Void.
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In the sequel, during the Carnivale mission, Ezio can remain in disguise in a hostile city for a single night - but can still ride or take ferries to any location and back again and no time will have passed. Again, The Animus Did It - the rest of the game are just earlier memories, especially as other parts of Venice don't have Carnivale decorations. If one revisits the area after finishing the sequence, the decorations are still there.
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Similar to the above, in Chapter 4 of E.V.O.: Search for Eden it's somehow possible to travel south from Australia and end up at the North Pole.
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The Tomb of Sammun-Mak, episode 302 in the Telltale Sam and Max games, has the duo's Generation Xerox ancestors, Sammeth and Maximus, taking the Disorient Express train from New York Egypt and back. Don't ask how that works. It's fitting, though; their descendants can drive to just about any destination they want, including Europe and the moon.
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HyperRogue is a roguelike where the world is a hyperbolic plane.
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Tail Concerto uses the "there's more to the world but you can't go there" method (Justified by claiming navigation systems go haywire when you reach the edge of Prairie and it's just too dangerous to continue, but somehow Waffle and friends manage to make Continuity Cameos in Solatorobo). This map◊ shows Prairie (Tail Concerto) relative to Nipon (from the Mamoru-kun disaster preparedness promotions), but leaves out future installments like Shepherd (Solatorobo) and whatever land Strelka Stories will be based in.
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Each of the Quest for Glory games had the player enclosed in a set area, as per role-playing conventions. However most games in the series found ways to justify this through the narrative. In the first game, you had just entered a valley between the mountains when a sudden blizzard blocked the only pass. In the fourth, it was torrential rains that caused the local swamp to flood over the only road out of the valley (yeah, a completely different valley...). In the second game, however, the geography was not fully enclosed, but far more bizarre: It was set in a desert that was shaped like a long corridor, with perfectly perpendicular cliffs on either side of it, and with one "end" of the corridor stretching out to infinity.
The above-mentioned fourth game also had a similar infinity in the swamp, which stretched out in every direction once you were sufficiently far away from the shore. This was explained as getting lost in the swamp due to copious amounts of evil magic at work.
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Ratchet & Clank has a lot of unique geometries, including the outside of a tiny moon similar to The Little Prince, the inside of a sphere, and the outside of a cube with the gravity on the faces.
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Dragon Quest:
All mainline games beyond Dragon Quest I (which has no way off the land mass surrounding the Dragonlord's castle) feature a toroid world. Dragon Quest III combines this with a Hollow World, the inside world being a toroidal version of the original DQI/DQII world. Now, figure that out.
The mon games have many worlds, though, and they're also toroid. Or, supposedly, since some of them take place on a Floating Continent.
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Spoofed in RPG World, where the universe has a tendency to make things that go over any edge reappear on the other edge, for instance, on the world map. Diane demonstrates this with punching another character by throwing her fist across the panel border.
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The later Ultima games also did this—the earlier games had a world map and separate cities, but the later ones had a single map where everything was laid out, which meant that a city only had a dozen or so buildings in it and the world was only a few miles around.
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Final Fantasy VIII allows its world map to be displayed in the corner of the screen as a flat map or as a globe, proving that this type of map can be drawn onto sphere, although with some necessary distortion.
Secret of Mana also lets you view its torus-world map as a plane or a globe.
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This is an issue in Tales of the Abyss. Two dungeons, the Absorption Gate and the Radiation Gate, are supposed the be the respective north and south poles of the planet...except while traveling on the world map it looks as though both gates are right next to each other.
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Averted by The Conduit, which features very accurate (in video game terms) depictions of various Washington D.C. landmarks and neighborhoods. Even the Metro subway system's signage and stations are duplicated with remarkable fidelity.
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Acceptable Breaks from Reality
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