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I suddenly realized something. Have you noticed how in most JRPGs when you travel on the overworld, if you traverse out of the world map from the left edge you appear on the right edge, and likewise if you traverse out of the upper edge you appear on the lower edge? Thus the world is just one contiguous surface, like Earth, really. If you don't think too much about it, it makes perfect sense and is logical. But stop a minute to actually think about it. Consider Earth's world map, eg: If you traverse out of the left edge, you just continue on the right edge. They are connected. So this is ok. However, what happens when you traverse out of the upper edge? Certainly you don't suddenly appear on the lower edge! The upper and lower edges are not connected! (Instead, you appear on the upper edge again, just on a different place.) So how exactly does this work with JRPG world maps? You can't connect both edges like it was a contiguous surface like that. At least not if you are trying to depict the spherical surface of a planet. The only possible explanation is that the planet has actually the shape of a torus. The only way a rectangular area can have both opposing edges connected is if it represents the surface of a toroidal shape. Thus the planets in most JRPGs are toroidal. Of course this raises the question how such a planet can possibly form.
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The world is square.
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Oh lord... My head a-splode. I never realized that, in a world map, crossing the top edge wouldn't get you to the bottom one. Or I just never thought about it. Though I have to say that, atm, I can't recall any JRPG that works like that.
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Ultimately, you can't really talk a lot of sense into video games. JRPGs are no expection, so why bother?
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Espyo wrote:
Though I have to say that, atm, I can't recall any JRPG that works like that.
Most Dragon Warrior games are examples.
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*cough*Final Fantasy*cough*
Post subject: Fridge logic
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There might be some for whom the topmost thought on mind is not "wow, I never thought of that", but rather, "fridge logic??". So here you go, spend the next 50 hours browsing TVTropes: http://tvtropes.org/pmwiki/pmwiki.php/Main/FridgeLogic
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I first got suckered in by the "Fake Difficulty" article in the description for one of the runs. Anyway you could make the maps more realistic by having all users who walk up the top of the map end up walking down from the top of the map, halfway around it, like this:
i imgur com/QiCaaH8 png
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arflech wrote:
I first got suckered in by the "Fake Difficulty" article in the description for one of the runs.
Super Mario Bros 2j Allstars by any chance? Still, video games aren't the most accurate when it comes to the laws of physics. Or geography. Or any laws, so, if there are games where italian plumbers can jump multiple times their own height in a surreal landscape made up of mushrooms and bricks, what is the big deal with wrap-around JRPG maps?
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I recall having read about that before, on TVTropes. A logical (or not so logical) explanation would be that the world is donut-shaped.
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Mothrayas wrote:
I recall having read about that before, on TVTropes. A logical (or not so logical) explanation would be that the world is donut-shaped.
Exactly, a torus, like the OP said.
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This is especially obvious in Terranigma, where the overworld is based on our own globe. Travel north of Russia, you end up in Antarctica.
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gia
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Never thought about that lol.
arflech wrote:
I first got suckered in by the "Fake Difficulty" article in the description for one of the runs. Anyway you could make the maps more realistic by having all users who walk up the top of the map end up walking down from the top of the map, halfway around it, like this: img
Or just have a separate area for the north/south pole so that you go there when you reach the top/bottom of the world map. Then you can choose where you spawn back depending on what direction you leave this area. Or use two world maps, one each for a half of the world.
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Mothrayas wrote:
I recall having read about that before, on TVTropes. A logical (or not so logical) explanation would be that the world is donut-shaped.
Indeed. This effect would be generated by rectangular projection from a torus.
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It's easier to make the world roll over mathematically then actually have it make sense in a literal term. Therefor, an RPGs world map is more mathematically realistic than real life. Edit: I really shouldn't make posts when I am still waking up
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Flygon... you have no idea what you're talking about there. Easiness and realism have nothing to do with each other. Especially in math.
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So, can anyone think of a 2D game that has a freeranging world that is not toroidal? By "freeranging" I mean you need to be able to travel to most anyplace on the map in some fashion.
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Secret of Mana?
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I'll admit I haven't played the game much (much as everyone seems to think it's the greatest thing since chocolate pancakes, I couldn't get interested), but doesn't Secret of Mana lack an "overworld"? That is, it's a sequence of connected zones, with a few shortcuts between them. I should have clarified in my prior post that I wasn't talking about such a setup. Seiken Densetsu 3 (SoM's sequel) does have an overworld that you can explore freely, and it is also toroidal.
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It has an airship/dragon thing you can ride.
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Antoids wrote:
It has an airship/dragon thing you can ride.
I'm fairly sure you just described the vast majority of JRPGs.
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And when you ride that airship/dragon, what happens when you go off the north end of the map?
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I've only played like old SNES games the last few years, but I guess it's hard to make the map look like a globe with that kind of technology, hence you'll have to imagine the world on the map being round and all edges connecting in some kind of twisted way instead. Like papier-maché on a balloon. (And extensive cutting.) I probably missed the point by a mile though. (The center of the map is one pole and the edges are another, do I win?)
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Derakon wrote:
And when you ride that airship/dragon, what happens when you go off the north end of the map?
Oh, wait, I'm sorry, I thought you said it DOESN'T have an overworld. My bad.