The Theory of Videoludal Cartographical and Charactery Scale and Kinesis Relationship

a.k.a.

The Size of a (RPG) Character Compared to Their

In-Game Environment

a.k.a.

The Video Game House Law:

 

The size of the character in the smallest environment dictates the actual size of the larger environments.

 

 

            The Theory of Videoludal Cartographical and Charactery Scale and Kinesis Relationship seeks to explain the visual lack of true scale and dimension as experienced when a character in a video game, particularly in an adventure game or Role Playing Game (RPG), moves from inside a building to outside. It is generally guaranteed that the interior of a structure will be of larger dimensions than the exterior, thus being discrepant with the Laws of Physics. Many aspects of video games contain these “failures”, a lack of considerations of these elements, such as jumping backwards when performing a normal jump whilst upon a moving vehicle[1]. However, it is this discrepancy that has the potential to set the gamer to judge distances between places and the relative size of objects how they see fit, possibly absurdly. Therefore, this theory aims to explain this discrepancy of a game’s original design by its programmers so as to create a meaningful standard between all in-game environments.

 

            The typical RPG or adventure game[2] is made up of a plethora of what is referred to as “screens”, one being a contiguous graphical area that contains boundaries which, when crossed, allow for movement from one screen to another. Such an example would be the movement from one “room” to another in a dungeon, or from one section of a town to another. Screens can also contain certain points within them that allow for movement onto a “subscreen”, i.e., a screen inside a screen. More often than not, this is the movement from a larger area into a smaller one: a world screen into a town or dungeon screen, or a town screen into a building interior screen. For the sake of this theory, this is called the “order of environments”, and contains three screen-types often within the hierarchy of World -> Town -> Building. This may be expanded upon within some games to become World -> Town -> Neighbourhood -> Building[3], World -> Region -> Town -> Building[4], etc. It is also possible to move directly from World to Building (e.g., into a dungeon) and skip the Town level, a trait often common to “pure” RPG’s[5]. Many action-RPG’s and adventure games combine the World and Town levels[6]. However, all allow the movement from larger to smaller areas.

            It is this movement onto smaller and smaller screens from the previously larger one that leads to discrepancies with the Laws of Physics as one would experience in real life. The interior of a building is proportional to its size. However, within a video game and when viewed from an in-game reality perspective, it is generally expected that the interior dimensions of the town, dungeon or house is larger than the area it is depicted by within the next highest in the order of environments. This can be best demonstrated in games where character movement occurs in precise “steps” as they move into the next square of an underlying grid.

 

 

The mismatch within the order of environments (Breath of Fire 2)

 

            As can be seen in this example, it takes two steps to move the length of the town on the world screen, while two steps is a very short distance inside the town. It takes three steps to pass the building on the town screen, while inside, three steps likewise does not move the character far within it. Also, the character is taller than the trees on the world screen, but not on the town screen, whilst the building’s door on the town screen is about half the size of it on the building screen. It becomes apparent as to why a theory is needed.

 

            A feature that is often built in to many RPG and adventure games is the use of a World Map that can be brought up to show the current location, as well as towns, dungeons, (sometimes) people and monsters, etc. This feature can be brought up on request providing the right conditions are met (in the right environment or a map item is obtained)[7] or else the gamer is made to navigate the map freely or between fixed locations, the map acting as the world level of the order of environments[8]. Some platform games use a world map to move between the traditional level elements[9].

            However, a common thread remains, particularly in games where the world map doubles as the world environment: the fact that it is a map. Being a map, it creates a substitution of reality – a model – which contains those elements that the mapmaker has deemed necessary for the user to view. Whereas most maps substitute symbols for the locations of specific places, a video game will often scale down a location, such as in the example above. Sometimes the character is also scaled down to let the gamer know that it is the world environment and to also give some reflection to its size. It is done so as to give an idea as to where things are. The scaled-down locations if the character is considered as the current location) act just as a substituted graphic would: they are symbols that represent where the subscreens can be found.

 

            Therefore, if the world map exists simply as a representation, then within those games where the world map and the world screen are not the same, it would seem to be quite acceptable to assume that the world screen is also a map. Thus, it is a corollary of this that the town screen should also follow suit and also be considered a map. After all, a video game in itself is a depiction, a model, of a reality.

            If this is applied all the way down the order of environments, then it would be quite permissible to accept the lowest level of the order as a map. However, this level does not have any subscreens placed on it, and as it is not representing any locations of them – if it is not a model in this regard – then it can only be assumed to be the reality within the video game. A character within the lowest, the smallest level of the order of environments is interacting with the in-game environment at the “real” level proportionate to the character.

            Thus the size of the character in the smallest environment dictates the actual size of the larger environments. A building actually takes thirty steps to pass, not three; a town takes two thousand steps to pass, not two. This is merely an illustrative figure, but it starts to show how a world within a video-game can be expanded upon spatially. Sometimes, it is quite feasible to consider a town larger than it actually is, thus creating areas within the town that act as “stages” to any events that occur there – movement between screens leaves these areas out of play, but the character nonetheless passes through them. These can often be determined from where “gates” occurring on the edges of screens are inconsistent with the gates in the next screen they move the character to.

            This theory also works in reverse, as if the world screen was to the same scale as the house screen, then the resources needed for the world environment and the time needed to cross it would be gigantic; hence the “Massive” in “Massive Multiplayer Online Role Playing Games” (MMORPG). Some of these games[10] particularly fit this reversal of the theory as everything remains to the same scale. To compensate for this, the world environment is broken up into various areas – screens – of their own. However, since the main proportion of RPG and adventure games are not made in the MMORPG genre, this problem of discrepancy with the Laws of Physics will continue to dog them.

            It is important that the gamer does not fall into the trap of taking the smallest environment too far. If a character’s size is shown to change as it enters a microcosm[11], then it is the larger-sized character’s environment that prevails.

            The size of the character in the smallest environment dictates the actual size of the larger environments. This theory shows that it is possible to explain this quirk in a reasonable manner so as to not be absurd in suggestions of distance and scale.



[1] See Super Mario Sunshine: riding the boats in Delfino Plaza

[2] While both have the common adventure theme, the difference between the two genres is basically that a RPG contains statistics and “levelling-up” with stylised “battle screens” for monster killing that prompt the gamer for specific actions, such as in Final Fantasy games, while an adventure game does not, having its monsters on the same screen as the character which requires the character to move without prompting, such as The Legend of Zelda series (except Zelda II). An Action-RPG or Adventure-RPG combines the statistics and levelling-up of an RPG with the movement of an adventure game, such as Secret of Mana. It is worth noting that some RPG’s, famously Chrono Trigger, contain an optional battle mechanism where the monsters remain on the same screen as the character(s), but contact with them creates same-screen battle prompting.

[3] See Legend of Mana

[4] See Super Mario RPG

[5] See Breath of Fire 2, Lufia 2 (Lufia), Final Fantasy VII, Mystic Quest Legend, etc.

[6] See EarthBound, the Pokémon series, the Legend of Zelda series (except Zelda II), etc.

[7] See the Legend of Zelda series, Breath of Fire 2, Pokémon, Final Fantasy VII, etc.

[8] See Legend of Mana, Mystic Quest Legend, Super Mario RPG, Illusion of Gaia (Illusion of Time) etc.

[9] See Super Mario Brothers 3, Super Mario World, Yoshi’s Island, Super Mario Land 2 onwards into the Wario Land series.

[10] See EverQuest

[11] See Paper Mario: the Shyguy’s Toybox