Slice means you just get to experience a slice of a bigger implied whole. So you get a small district of a big city, for example.
If you can think of more examples that would be neat too
compressed map design tends to pull me out of my immershun
I didn't even include "to scale" because it's so rare and arguably never really done. Daggerfall is arguably compressed map despite its size, Cyberpunk 2077 is maybe to-scale of a city, but I didn't play long enough to find out.Tangerine wrote: β August 18th, 2025, 12:23Sliced. I like the idea of the location being big, but I prefer not having to travel across a bunch of filler to get to where I need.
I took compressed to be a city that fits contiguously on a few screens, so everything of note is next door to each other. Daggerfall/Cyberpunk/etc. are still compressed relative to what they'd be in the real world, but they're attempting the illusion of a to-scale location. They have different feels to them.rusty_shackleford wrote: β August 18th, 2025, 12:25I didn't even include "to scale" because it's so rare and arguably never really done. Daggerfall is arguably compressed map despite its size, Cyberpunk 2077 is maybe to-scale of a city, but I didn't play long enough to find out.Tangerine wrote: β August 18th, 2025, 12:23Sliced. I like the idea of the location being big, but I prefer not having to travel across a bunch of filler to get to where I need.
Funny that you mention DF, as it was OG Oblivion that killed/broke my illusion of the compressed map after playing DF. Having the Imperial City, the capital of Cyrodiil and the entire Empire, depicted in such a tiny, barren, and unimpressive manner was a huge letdown, even when I was fully aware of the reasoning behind it, namely, hardware limitations. The illusion was broken even more so when Skyrim was released with small, fishbowl cities containing a population of 20 people.rusty_shackleford wrote: β August 18th, 2025, 12:25I didn't even include "to scale" because it's so rare and arguably never really done. Daggerfall is arguably compressed map despite its size, Cyberpunk 2077 is maybe to-scale of a city, but I didn't play long enough to find out.Tangerine wrote: β August 18th, 2025, 12:23Sliced. I like the idea of the location being big, but I prefer not having to travel across a bunch of filler to get to where I need.
Restricting how far you can zoom out on the world map, so that you have to pan your screen/camera to move around the map, and when you run up against a wall preventing you from dragging the map around further, you still see more countries or lands extending offscreen. Don't let the player zoom out their map and see the whole world at once.J1M wrote: β August 18th, 2025, 14:21Tangent: movies use montages to show more to time/growth has occurred than the runtime allows for. What is the game equivalent of that for expressing a larger scope/scale of the world?
That's a very good point. Vvardenfell and San Andreas both look huge because of the low draw distance. Remove that (OpenMW with no fog, botched GTA SA remaster) and you suddenly see how tiny the world map actually is.Val the Moofia Boss wrote: β August 18th, 2025, 14:28Don't let the player zoom out their map and see the whole world at once.
Apparently Night City is way smaller than its tabletop counterpart, though it still feels huge.rusty_shackleford wrote: β August 18th, 2025, 12:25I didn't even include "to scale" because it's so rare and arguably never really done. Daggerfall is arguably compressed map despite its size, Cyberpunk 2077 is maybe to-scale of a city, but I didn't play long enough to find out.Tangerine wrote: β August 18th, 2025, 12:23Sliced. I like the idea of the location being big, but I prefer not having to travel across a bunch of filler to get to where I need.
It's missing some stuff due to development time issues. A couple of outlying districts were cut. And there are a couple of questionable areas. But overall, it's decent sized for a new-ish city.rusty_shackleford wrote: β August 18th, 2025, 12:25Cyberpunk 2077 is maybe to-scale of a city, but I didn't play long enough to find out.
From what I can tell, it's about half to a third of the size. Still, impressively large.Valter wrote: β August 18th, 2025, 14:39Apparently Night City is way smaller than its tabletop counterpart, though it still feels huge.
Baldur's Gate and Baldur's Gate 2 went both ways.Val the Moofia Boss wrote: β August 18th, 2025, 14:15I almost always prefer getting a few city plaza/districts of a much larger city you can see out of the playable area. I have always been annoyed by walking into small "cities" that have maybe 200 NPCs there at most and looks like a girl's doll house, being told that it is actually this humongous metropolitan area with 500,000+ people (a lot of these visual media entertainment writers don't understand scale. That would fill up a huge valley nestled between two mountain ranges with nothing but houses). The devs can also add further city districts in sequels or patches with them having always been there in lore, whereas if you build out the whole city you can't do that.
Getting the whole settlement I think only works if your setting is very small scale with very low population, and thus a "city" of 200 NPCs would actually be one of the biggest settlements in the world.
It's not even actually "hardware limitations". There ARE means of operating much larger, even potentially to-scale, environments, within computers much older than what was available now, and even then. Elite (The OLD ones) had entire to-scale solar systems. Desert Bus has you driving across 8 hours of featureless desert between two cities.Rienen wrote: β August 18th, 2025, 13:30Funny that you mention DF, as it was OG Oblivion that killed/broke my illusion of the compressed map after playing DF. Having the Imperial City, the capital of Cyrodiil and the entire Empire, depicted in such a tiny, barren, and unimpressive manner was a huge letdown, even when I was fully aware of the reasoning behind it, namely, hardware limitations. The illusion was broken even more so when Skyrim was released with small, fishbowl cities containing a population of 20 people.
What about making cities with fake doors in real life?Oyster Sauce wrote: β August 18th, 2025, 22:53Developers who make cities with fake doors should be shot in the head
Like Wizardry V, where the town is a menu of POI, or something else?
As an engineer, that always bugged me, since roads like that would end up as a flooded swamp in short order. It's right up there with how game developers don't understand how fortifications work. So every time you're offered a scenario where you're supposed to defend a preexisting fort from attackers...the fort is actually an impediment to doing so and you tend to end up fighting in the open in front of it, like that one ****** Game of Thrones scene.ThulsaDoomer wrote: β August 19th, 2025, 03:30In Morrowind, the main roads are all sunken down to give the illusion of a much taller and larger landscape around you, thus briefly granting the player the belief the island is indeed, quite large.
In Morrowind's case it was less about realism and more about maximising the illusion, not that I believe you can't achieve both. It's just with the time they had, the engine they were stuck with, etc, that's what we got, which could have been worse.Norfleet wrote: β August 19th, 2025, 03:46As an engineer, that always bugged me, since roads like that would end up as a flooded swamp in short order. It's right up there with how game developers don't understand how fortifications work. So every time you're offered a scenario where you're supposed to defend a preexisting fort from attackers...the fort is actually an impediment to doing so and you tend to end up fighting in the open in front of it, like that one ****** Game of Thrones scene.ThulsaDoomer wrote: β August 19th, 2025, 03:30In Morrowind, the main roads are all sunken down to give the illusion of a much taller and larger landscape around you, thus briefly granting the player the belief the island is indeed, quite large.
Looks cool
It does not. It looks ******* ********. Anyone who knows anything about fortifications can immediately tell. And I mean ANYONE, including random players trying to defend it, not just engineers.
Menu towns are a good example. Also "slide show" towns that depict buildings of interest, allowing the player to scroll between screens (Wizards & Warriors, Demise).Tangerine wrote: β August 19th, 2025, 03:03Like Wizardry V, where the town is a menu of POI, or something else?