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* ''VideoGame/UltimaI'' or ''VideoGame/{{Akalabeth}}'' (depending on how you figure things; Akalabeth was pretty abstract in how it handled the world map) is probably the TropeMaker here, unless somebody can come up with something that predates 1982 or 1980, respectively.



* ''Franchise/DragonQuest'' is the TropeMaker, using some variation of it in almost every game to the series. Averted with ''Dragon Quest VIII'', whose world map is drawn to roughly the same scale as the areas inside it. You can still explore pretty much anything you can access on foot, and you do have a WarpWhistle (the "Zoom" spell) at your disposal from early in the game.

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* ''Franchise/DragonQuest'' is the TropeMaker, Japanese TropeCodifier, using some variation of it in almost every game to the series. Averted with ''Dragon Quest VIII'', whose world map is drawn to roughly the same scale as the areas inside it. You can still explore pretty much anything you can access on foot, and you do have a WarpWhistle (the "Zoom" spell) at your disposal from early in the game.


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Bad idea


* ''DragonQuest'' is the TropeMaker, using some variation of it in almost every game to the series.
** Averted with ''Dragon Quest VIII'', whose world map is drawn to roughly the same scale as the areas inside it. You can still explore pretty much anything you can access on foot, and you do have a WarpWhistle (the "Zoom" spell) at your disposal from early in the game.
* The ''Franchise/FinalFantasy'' series has used one in most of its games, the first nine in particular. The aversions come from ''VideoGame/FinalFantasyX'' (and its sequel) which don't have one - your GlobalAirship travels by PointAndClickMap. ''VideoGame/FinalFantasyXI'' and ''VideoGame/FinalFantasyXII'' don't have any either.
** ''VideoGame/FinalFantasyXII'' is actually an extremely direct aversion of the trope. The game does have distinct world map areas, almost completely bereft of friendly [=NPCs=] and littered with monsters to keep you entertained. However, these are entirely to scale. One quickly comes to appreciate the numerous fast-travel options provided when the sidequesting begins in earnest.
* Games like ''{{Breath of Fire}}'' and ''VideoGame/ChronoTrigger'' have the world map loop at the edges, giving the impression that what you see is the ''entire world'' (and [[WorldShapes shaped like a donut]].)

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* ''DragonQuest'' ''Franchise/DragonQuest'' is the TropeMaker, using some variation of it in almost every game to the series.
**
series. Averted with ''Dragon Quest VIII'', whose world map is drawn to roughly the same scale as the areas inside it. You can still explore pretty much anything you can access on foot, and you do have a WarpWhistle (the "Zoom" spell) at your disposal from early in the game.
* The ''Franchise/FinalFantasy'' series has used one in most of its games, the first nine in particular. The aversions come from ''VideoGame/FinalFantasyX'' (and its sequel) which don't have one - your GlobalAirship travels by PointAndClickMap. ''VideoGame/FinalFantasyXI'' and ''VideoGame/FinalFantasyXII'' don't have any either.
** ''VideoGame/FinalFantasyXII'' is actually an extremely direct aversion of the trope.
either. The latter game does have distinct world map areas, almost completely bereft of friendly [=NPCs=] and littered with monsters to keep you entertained. However, these are entirely to scale. One quickly comes to appreciate the numerous fast-travel options provided when the sidequesting begins in earnest.
* Games like ''{{Breath of Fire}}'' and ''VideoGame/ChronoTrigger'' have has the world map loop at the edges, giving the impression that what you see is the ''entire world'' (and [[WorldShapes shaped like a donut]].)donut]]).
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an inversion is not a fancy way of saying aversion.


** ''VideoGame/FinalFantasyXII'' is actually an extremely direct [[InvertedTrope inversion]] of the trope. The game does have distinct world map areas, almost completely bereft of friendly [=NPCs=] and littered with monsters to keep you entertained. However, these are entirely to scale. One quickly comes to appreciate the numerous fast-travel options provided when the sidequesting begins in earnest.

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** ''VideoGame/FinalFantasyXII'' is actually an extremely direct [[InvertedTrope inversion]] aversion of the trope. The game does have distinct world map areas, almost completely bereft of friendly [=NPCs=] and littered with monsters to keep you entertained. However, these are entirely to scale. One quickly comes to appreciate the numerous fast-travel options provided when the sidequesting begins in earnest.
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None


* Averted with ''Dragon Quest VIII'', whose world map is drawn to roughly the same scale as the areas inside it. You can still explore pretty much anything you can access on foot, and you do have a WarpWhistle (the "Zoom" spell) at your disposal from early in the game.

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* ** Averted with ''Dragon Quest VIII'', whose world map is drawn to roughly the same scale as the areas inside it. You can still explore pretty much anything you can access on foot, and you do have a WarpWhistle (the "Zoom" spell) at your disposal from early in the game.
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** Naturally fangame versions of ''VideoGame/ZeldaIITheAdventureOfLink'' [[https://www.youtube.com/watch?v=9sXjqhf83dQ retain this.]]
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Re: Mass Effect: That applies to the first game, too.


* In ''VideoGame/MassEffect2'' and ''VideoGame/MassEffect3'', you control a planet-sized Normandy SR-2 as you go around the galaxy doing stuff.

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* In ''VideoGame/MassEffect2'' and ''VideoGame/MassEffect3'', ''Franchise/MassEffect'', you control a planet-sized Normandy SR-2 ''[[CoolStarship Normandy]]'' as you go around the galaxy doing stuff.
* In ''VideoGame/StarTrekOnline'', in sector space ships are huge compared to stars and planets, planets are huge compared to their stars, and ''everything'' is huge compared to space itself (the stars ought to be pinpricks compared to each other at the distances given, and nothing else even ought to be visible). {{Justified}}: Sector space is implied to be a depiction of an actual map in your ship's stellar cartography or astrometrics lab, rather than what someone on your ship would actually see out the window as you travel. This was made a bit less severe with the revamping of sector space in Season 10.
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* In ''VideoGame/MassEffect2'' and ''VideoGame/MassEffect3'', you control a planet-sized Normandy SR-2 as you go around the galaxy doing stuff.
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None


Largely an {{RPG}} trope, [[TropeCodifier made famous by]] Eastern-style RPG's like ''DragonQuest'' and ''FinalFantasy'' where (especially in the days of tile-and-sprite based 2D graphics) the party character(s) were always rendered the same onscreen size, regardless of the overworld map's actual scale.

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Largely an {{RPG}} trope, [[TropeCodifier made famous by]] Eastern-style RPG's like ''DragonQuest'' and ''FinalFantasy'' ''Franchise/FinalFantasy'' where (especially in the days of tile-and-sprite based 2D graphics) the party character(s) were always rendered the same onscreen size, regardless of the overworld map's actual scale.



* ''VideoGame/{{Quest 64}}'' has what could be considered a world map, but it's built to the same scale as the rest of the game instead of being shrunken down (as in, say, ''FinalFantasyVII''). Played straight in the Game Boy port ''Quest RPG'', though.

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* ''VideoGame/{{Quest 64}}'' has what could be considered a world map, but it's built to the same scale as the rest of the game instead of being shrunken down (as in, say, ''FinalFantasyVII'').''VideoGame/FinalFantasyVII''). Played straight in the Game Boy port ''Quest RPG'', though.
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* In ''VideoGame/{{Terranigma}}'', WalkingTheEarth (''the'' Earth) is made easy by the small-scale overworld, with ChokepointGeography being the only obstacle to travel.
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* The ''Franchise/TalesSeries'', excepting ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' which uses a PointAndClickMap instead.

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* The ''Franchise/TalesSeries'', excepting ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' and''VideoGame/TalesofXillia'', which uses use a PointAndClickMap instead.
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* [[ImpliedTrope Implied]] in {{Franchise/Pokemon}}, as Norman mentions that it takes him about 30 minutes to get from Petalburg to Littleroot. You can do it in a ''fraction'' of that, even if you take your time to fight some wild Pokemon along the way.
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Tangentially related to UnitsNotToScale, which is more of a StrategyGame trope than RPG.

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Tangentially related to UnitsNotToScale, which is more of a StrategyGame trope than RPG.
RPG. See also ThrivingGhostTown.


* In adventurer mode of ''VideoGame/DwarfFortress'' you ''can'' walk from one town to the next by walking in fully zoomed-in mode[[hottip:note:and if you want to cross a mountain range, you ''must'' do it this way]], and it will take the same amount of in-game time as walking across the fully zoomed-out map, so in this case it really is nothing more than a convenience for the player (not just in saving in real-world time, but also in navigating across long distances). When near or in a town/city the "overworld" map has a zoom-factor between the two extremes, letting you see the overall layout of the town and letting you quickly move down long streets (though you still have to shift down to the to-PC-scale map to do anything but move).

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* In adventurer mode of ''VideoGame/DwarfFortress'' you ''can'' walk from one town to the next by walking in fully zoomed-in mode[[hottip:note:and mode[[note]]and if you want to cross a mountain range, you ''must'' do it this way]], way[[/note]], and it will take the same amount of in-game time as walking across the fully zoomed-out map, so in this case it really is nothing more than a convenience for the player (not just in saving in real-world time, but also in navigating across long distances). When near or in a town/city the "overworld" map has a zoom-factor between the two extremes, letting you see the overall layout of the town and letting you quickly move down long streets (though you still have to shift down to the to-PC-scale map to do anything but move).

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* ''VideoGame/ZeldaIITheAdventureOfLink'' was a fairly straight example, in keeping with its RPGElements: About the only purpose it served is to connect existing locations, with occasional wandering monsters to harass you.



* ''VideoGame/ZeldaIITheAdventureOfLink'' was a fairly straight example, in keeping with its RPGElements: About the only purpose it served is to connect existing locations, with occasional wandering monsters to harass you.

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Accentuate The Negative, as always. Pathetic


* Averted in ''VideoGame/TheLegendOfZeldaTheWindWaker'': The ocean ''was'' depicted at the same scale as the islands occupying it, leading to long sequences of sailing across blue waves from point A to B with nothing but the occasional monster harassing you (or ocean storm) to break up the voyage with. The WiiU remake makes travel faster, though.



* Averted in ''VideoGame/TheLegendOfZeldaTheWindWaker'': The ocean ''was'' depicted at the same scale as the islands occupying it, leading to long sequences of sailing across blue waves from point A to B with nothing but the occasional monster harassing you (or ocean storm) to break up the voyage with. This quickly became a love-it-or-hate-it aspect of the game.
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None

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* In adventurer mode of ''VideoGame/DwarfFortress'' you ''can'' walk from one town to the next by walking in fully zoomed-in mode[[hottip:note:and if you want to cross a mountain range, you ''must'' do it this way]], and it will take the same amount of in-game time as walking across the fully zoomed-out map, so in this case it really is nothing more than a convenience for the player (not just in saving in real-world time, but also in navigating across long distances). When near or in a town/city the "overworld" map has a zoom-factor between the two extremes, letting you see the overall layout of the town and letting you quickly move down long streets (though you still have to shift down to the to-PC-scale map to do anything but move).
** Also different than normal is the fact that encounters aren't really random. The game keeps track of what populations of creatures live in what regions, and uses that information to determine what (if anything) ambushes you. And it keeps track of what you kill, so you can depopulate a local region of creatures (or even the whole world, if you put enough effort into it).
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A traversible representation of a VideoGame's region at large, or 'overworld', slightly abstracted and depicted at a much smaller scale than the other areas of the game, so that the player can travel between distant areas faster than they could if it were all depicted "to scale". That distant town that's said to be 100 miles up yonder mountain range? You'll get there in just a few minutes of walking by map.

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A traversible traversable representation of a VideoGame's region at large, or 'overworld', [[TheOverworld 'overworld',]] slightly abstracted and depicted at a much smaller scale than the other areas of the game, so that the player can travel between distant areas faster than they could if it were all depicted "to scale". That distant town that's said to be 100 miles up yonder mountain range? You'll get there in just a few minutes of walking by map.



Compare and contrast PointAndClickMap, which is abstracted more, and you basically just click on the destination you wish to enter (and is a popular method in Western style RPG's), rather than being at liberty to wander around it freely. For even one more step in the abstract direction (popular with non-RPG games) to the point that the map is essentially cosmetic trimming, see RiskStyleMap.

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Compare TheOverworld proper which is more detailed and contrast closer to scale, and PointAndClickMap, which is abstracted even more, and you basically just click on the destination you wish to enter (and is a popular method in Western style RPG's), rather than being at liberty to wander around it freely. For even one more step in the abstract direction (popular with non-RPG games) to the point that the map is essentially cosmetic trimming, see RiskStyleMap.
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None


** ''VideoGame/FinalFantasyXII'' is actually an extremely direct [[InvertedTrope inversion]] of the trope. The game does have distinct world map areas, almost completely bereft of friendly NPCs and littered with monsters to keep you entertained. However, these are entirely to scale. One quickly comes to appreciate the numerous fast-travel options provided when the sidequesting begins in earnest.

to:

** ''VideoGame/FinalFantasyXII'' is actually an extremely direct [[InvertedTrope inversion]] of the trope. The game does have distinct world map areas, almost completely bereft of friendly NPCs [=NPCs=] and littered with monsters to keep you entertained. However, these are entirely to scale. One quickly comes to appreciate the numerous fast-travel options provided when the sidequesting begins in earnest.
Is there an issue? Send a MessageReason:
None


* Averted in ''TheLegendOfZeldaTheWindWaker'': The ocean ''was'' depicted at the same scale as the islands occupying it, leading to long sequences of sailing across blue waves from point A to B with nothing but the occasional monster harassing you (or ocean storm) to break up the voyage with. This quickly became a love-it-or-hate-it aspect of the game.

to:

* Averted in ''TheLegendOfZeldaTheWindWaker'': ''VideoGame/TheLegendOfZeldaTheWindWaker'': The ocean ''was'' depicted at the same scale as the islands occupying it, leading to long sequences of sailing across blue waves from point A to B with nothing but the occasional monster harassing you (or ocean storm) to break up the voyage with. This quickly became a love-it-or-hate-it aspect of the game.
Is there an issue? Send a MessageReason:
None

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* ''VideoGame/{{Quest 64}}'' has what could be considered a world map, but it's built to the same scale as the rest of the game instead of being shrunken down (as in, say, ''FinalFantasyVII''). Played straight in the Game Boy port ''Quest RPG'', though.
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* Games created with ''VideoGame/UnlimitedAdventures'' can include "overland" levels, which is basically a big, static map with a white token representing the player party which can be moved around.
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* ''VideoGame/SuperMarioWorld'' uses this, and it gets a {{homage}} in both ''VideoGame/ScottPilgrim'' and ''VideoGame/IWannaBeTheGuyGaiden''.
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** ''VideoGame/FinalFantasyXII'' is actually an extremely direct [[InvertedTrope inversion]] of the trope. The game does have distinct world map areas, almost completely bereft of friendly NPCs and littered with monsters to keep you entertained. However, these are entirely to scale. One quickly comes to appreciate the numerous fast-travel options provided when the sidequesting begins in earnest.
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None


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* The ''{{Lufia}}'' series uses this too.
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* ''VideoGame/NeverwinterNights2'' got an overworld of this type in its second expansion ''Storm of Zehir''. Random encounters and the party were modeled very much out of scale with the map and the locations, though at the start of an encounter the action would shift to a smaller map of correct scale.

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Cleaning more non-examples. The list is now short enough there\'s no point in sorting by genre.


Largely an {{RPG}} trope, [[TropeCodifier made famous by]] Eastern-style RPGs like ''DragonQuest'' and ''FinalFantasy'' where (especially in the days of tile-and-sprite based 2D graphics) the party character(s) were always rendered the same onscreen size, regardless of the overworld map's actual scale.

to:

Largely an {{RPG}} trope, [[TropeCodifier made famous by]] Eastern-style RPGs RPG's like ''DragonQuest'' and ''FinalFantasy'' where (especially in the days of tile-and-sprite based 2D graphics) the party character(s) were always rendered the same onscreen size, regardless of the overworld map's actual scale.



Compare and contrast PointAndClickMap, which is a step even more abstracted and you more or less just click on the destination you wish to enter, rather than being at liberty to wander around it freely. For even one more step in the abstract direction (popular with non-RPG games) to the point that the map is largely cosmetic trimming, see RiskStyleMap.

to:

Compare and contrast PointAndClickMap, which is a step even more abstracted more, and you more or less basically just click on the destination you wish to enter, enter (and is a popular method in Western style RPG's), rather than being at liberty to wander around it freely. For even one more step in the abstract direction (popular with non-RPG games) to the point that the map is largely essentially cosmetic trimming, see RiskStyleMap.
RiskStyleMap.

Tangentially related to UnitsNotToScale, which is more of a StrategyGame trope than RPG.



[[AC:ActionAdventure Game]]
* ''VideoGame/ZeldaIITheAdventureOfLink'' was a fairly straight example, in keeping with its RPGElements.
** ''VideoGame/TheLegendOfZeldaPhantomHourglass'' and ''VideoGame/TheLegendOfZeldaSpiritTracks'' ended up making the sailing/train driving like this. There are a few interesting things out there, but they mostly serve purpose of getting you to the places where things actually happen while fighting off RandomEncounters.

[[AC:{{Role Playing Game}}]]
* ''DragonQuest'' is the TropeMaker for the eastern style, and has yet to diverge from it.
** Subverted when ''Dragon Quest VIII'' did, by featuring a full-scale world map across which you could travel and explore every hill and forest. The only places you couldn't explore were those you logically wouldn't be able to reach by foot, and even those could be traversed once you gained the ability to fly.
* ''Franchise/FinalFantasy'' used the standard eastern style for the first nine games. ''VideoGame/FinalFantasyX'' has an abstract one that's only used for selecting locations for your GlobalAirship, and ''[[VideoGame/FinalFantasyXI XI]] and [[VideoGame/FinalFantasyXII XII]]'' don't have any at all.
** The [[VideoGame/FinalFantasyTactics Tactics]] [[VideoGame/FinalFantasyTacticsAdvance sub]]-[[VideoGame/FinalFantasyTacticsA2 series]] uses a more abstract map, with somewhat more avoidable RandomEncounters.
** VideoGame/DissidiaFinalFantasy. [[http://images3.wikia.nocookie.net/__cb20101214212924/finalfantasy/images/7/75/Map_dissidia_012.jpg The sequel will have one.]]

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[[AC:ActionAdventure Game]]
* ''VideoGame/ZeldaIITheAdventureOfLink'' was a fairly straight example, in keeping with its RPGElements.
**
''VideoGame/TheLegendOfZeldaPhantomHourglass'' and ''VideoGame/TheLegendOfZeldaSpiritTracks'' ended up making used a hybrid approach; you can freely sail pretty much anywhere the sailing/train driving like this. There oceanwater (or train tracks) permit you, and there are a few interesting things out there, to keep you occupied (like shooting rocks or monsters) in the process, but they mostly serve purpose of getting you these maps exist primarily to the places where things actually happen while fighting off RandomEncounters.

[[AC:{{Role Playing Game}}]]
facilitate travel, and most actual gameplay interaction was inside each given destination.

* ''DragonQuest'' is the TropeMaker for TropeMaker, using some variation of it in almost every game to the eastern style, and has yet to diverge from it.
** Subverted when
series.
* Averted with
''Dragon Quest VIII'' did, by featuring a full-scale VIII'', whose world map across which you could travel and is drawn to roughly the same scale as the areas inside it. You can still explore every hill and forest. The only places pretty much anything you couldn't explore were those you logically wouldn't be able to reach by can access on foot, and even those could be traversed once you gained do have a WarpWhistle (the "Zoom" spell) at your disposal from early in the ability to fly.
game.
* The ''Franchise/FinalFantasy'' series has used the standard eastern style for one in most of its games, the first nine games. in particular. The aversions come from ''VideoGame/FinalFantasyX'' has an abstract (and its sequel) which don't have one that's only used for selecting locations for - your GlobalAirship, GlobalAirship travels by PointAndClickMap. ''VideoGame/FinalFantasyXI'' and ''[[VideoGame/FinalFantasyXI XI]] and [[VideoGame/FinalFantasyXII XII]]'' ''VideoGame/FinalFantasyXII'' don't have any at all.
** The [[VideoGame/FinalFantasyTactics Tactics]] [[VideoGame/FinalFantasyTacticsAdvance sub]]-[[VideoGame/FinalFantasyTacticsA2 series]] uses a more abstract map, with somewhat more avoidable RandomEncounters.
** VideoGame/DissidiaFinalFantasy. [[http://images3.wikia.nocookie.net/__cb20101214212924/finalfantasy/images/7/75/Map_dissidia_012.jpg The sequel will have one.]]
either.



* ''VideoGame/ChronoCross'' features a strange world map—it's really tiny and has no enemies on it, at all. Then again, there were no enemies on ''VideoGame/ChronoTrigger''[='s=] world map, but it was larger.
** ''VideoGame/ChronoCross'' takes place on only a single archipelago. So it's an “island map” rather than a world map.
** It is comparatively small; however the map is quite rich and densely packed with visitable locations.
* ''VideoGame/SkiesOfArcadia'' had you literally fly around the overworld in whatever airship you had at the time. It was the only time you could save freely, almost everything was comically scaled down, and it was actually notoriously bad about the high random encounter rate, which the Gamecube port fixed a bit.
* The ''Franchise/TalesSeries''.
** Though ''[[VideoGame/TalesOfSymphoniaDawnOfTheNewWorld Tales of Symphonia: Dawn of the New World]]'' uses a point-and-click map due to budget constraints.

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* ''VideoGame/ChronoCross'' features a strange world map—it's really tiny and has no enemies is set entirely on it, at all. Then again, there were no enemies on ''VideoGame/ChronoTrigger''[='s=] world map, but it was larger.
** ''VideoGame/ChronoCross'' takes place on only
a single archipelago. So it's an “island map” rather than a world map.
** It is comparatively small; however the
archipelago, so its map is quite rich and densely packed limited to the archipelago, but it is freely explorable (and with visitable locations.
no RandomEncounters!) and there are a variety of destinations.
* ''VideoGame/SkiesOfArcadia'' had you literally fly around the overworld in whatever airship you had at the time. It was the only time you could save freely, almost everything the world itself was comically scaled down, down to fit, and it was actually notoriously bad about the high random encounter rate, which the Gamecube port fixed a bit.
* The ''Franchise/TalesSeries''.
** Though ''[[VideoGame/TalesOfSymphoniaDawnOfTheNewWorld Tales of Symphonia: Dawn of the New World]]''
''Franchise/TalesSeries'', excepting ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' which uses a point-and-click map due to budget constraints.PointAndClickMap instead.



* Appears in ''Franchise/ShinMegamiTensei''. However, you are not shown like a giant version of yourself, but by an arrow pointing your position.
* ''Franchise/{{Pokemon}}'' has a map in all games. However, in Generations II-IV, it's not a seperate map, but a part of your current {{Schizo Tech}}nical gadget.
** Although this is actually an aversion - instead of a world map, you have a thing called Routes. Instead of wandering through the world map from Pallet Town to Viridian City, you walk along Route 1.

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* Appears ''VideoGame/ZeldaIITheAdventureOfLink'' was a fairly straight example, in ''Franchise/ShinMegamiTensei''. However, you are not shown like a giant version of yourself, but by an arrow pointing your position.
* ''Franchise/{{Pokemon}}'' has a map in all games. However, in Generations II-IV, it's not a seperate map, but a part of your current {{Schizo Tech}}nical gadget.
** Although this
keeping with its RPGElements: About the only purpose it served is actually an aversion - instead of a world map, you have a thing called Routes. Instead of to connect existing locations, with occasional wandering through monsters to harass you.
* Averted in ''TheLegendOfZeldaTheWindWaker'': The ocean ''was'' depicted at
the world map same scale as the islands occupying it, leading to long sequences of sailing across blue waves from Pallet Town point A to Viridian City, B with nothing but the occasional monster harassing you walk along Route 1.
(or ocean storm) to break up the voyage with. This quickly became a love-it-or-hate-it aspect of the game.

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Cleaning examples after rename. 99% of entire \"\"Western\" folder is covered by Point And Click Map.


!!Eastern Examples

to:

!!Eastern
!!
Examples



[[AC:{{Platformer}}]]
* ''VideoGame/SuperMarioGalaxy2'' used a combination of the HubLevel system in the last game with this; Mario could traverse his fairly small FaceShip in order to collect extra lives, talk with other characters, and switch with Luigi, but once he steps in front of the steering wheel, he accesses the levels themselves from a map.
** ''VideoGame/SuperMarioBros3'' was probably the first in the series to use this, and ''VideoGame/SuperMarioWorld'' and ''VideoGame/YoshisIsland'' took it further.
** And both ''VideoGame/NewSuperMarioBros'' and ''VideoGame/NewSuperMarioBrosWii''.
** This trope somehow made it even outside the main {{canon}} thanks to Bill Mudron's FanArt, whose ArcWelding blended ''VideoGame/SuperMarioBros'', ''VideoGame/SuperMarioBros3'', ''VideoGame/SuperMarioWorld'', ''VideoGame/SuperMarioKart'', ''VideoGame/YoshisIsland'' and ''VideoGame/SuperMarioRPG'' into [[http://www.tekogen.com/wp-content/uploads/2012/04/mushroom-kingdom.jpg a single World Map for all of them.]] For those curious, he did the same for [[http://ghostynet.files.wordpress.com/2011/07/5486661974_ce44690f2d_o.jpg Hyrule,]] the setting of ''The Legend Of Zelda''.




!!Western Examples

[[AC:ActionAdventure Game]]
* ''MetroidPrime 3'' has a navigation map that allows Samus to choose in which planet ''and'' available landing area to reach when she's inside her gunship. This is necessary because, unlike the other games in the series, ''Corruption'' takes place on an entire galaxy, and thus various planets and ships instead of just one.

[[AC:{{MMORPG}}s]]
* ''ToontownOnline'' has a world map, but it's mostly covered in clouds until you reach that place. You also won't be able to have access to teleport there until you finish a (hard/long/tedious) task.

[[AC:{{Platformer}}]]
* The Map Screen of ''VideoGame/DonkeyKongCountry 3'' became a WorldMap, as the player could roam around it freely, while in previous games in the series the player could only move from level to level on a linear path.

[[AC:{{Role Playing Game}}]]
* In the ''BaldursGate'' and ''IcewindDale'' games, as well as ''NeverwinterNights2'', when on the world map, the party's location is shown as a dot, and the player is unable to travel towards anything other than certain known destinations.
* Prior to ''{{Ultima VI}}'', the series used a world map that you walked around on looking for [[UnitsNotToScale Clown Car Cities]] and dungeons to plunder.
* Ditto the similar ''VideoGame/{{Exile}}'' series, which eventually got to the point of having an entire continent and several enormous cave networks riddled with points of interest mapped out in excruciating detail.
** Later titles in the ''VideoGame/{{Avernum}}'' remake series dropped the world map, resulting in a bit of SpaceCompression.
* The first two games in the ''VideoGame/{{Fallout}}'' series have the world map covering about half of California and southern Oregon, cut up into nominal tiles which the player could move freely around. The positions of the player's party, locations of interest, random encounters and such are indicated by the same retro-oscilloscope graphics the [=PIPBoy=] uses. The third game in the series has a "map" that's a scale representation of the actual in-game play area. The difference in ''VideoGame/{{Fallout 3}}'' is that every point on the map corresponds to some piece of actual terrain; in the previous games, the "wasteland" in between important locations was dynamically generated. To compensate, the third game is limited to the Greater Washington DC Metropolitan area, rather than the hundreds of miles of the previous two.
* ''{{Arcanum}}'' uses a map that covers a continent that works much like the older ''Fallout'' maps.
** Notably, you could walk from area to area without using the WorldMap, though that could get tedious since the game world is very big and the non-important areas are generic land with nothing of interest other than the occasional monster.
* In keeping with its JRPG roots, ''{{Summoner}}'' has a very eastern-style map you walk around and drop into {{Random Encounter}}s from.

!!Non-Video Game Examples

[[AC:{{Western Animation}}]]
* There is a talking, sentient world map in ''WesternAnimation/{{Wakfu}}'' the protagonists seek as the first step on finding the little boy's home. The maps like it are rare, but weak on the scale of talking, sentient items.
* Another non-video game example... although, because of meta reasons, ''[[MindScrew it isn't]]'' - CaptainNTheGameMaster.
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TRS verdict: Renaming World Map to Overworld Not To Scale. And let\'s fix up some description issues while we\'re at it.

Added DiffLines:

[[quoteright:256:[[VideoGame/ChronoTrigger http://static.tvtropes.org/pmwiki/pub/images/ChronoMap_1970.png]]]]
[[caption-width-right:256:[[UnitsNotToScale Despite appearances]], Crono is not the size of a house.]]
A traversible representation of a VideoGame's region at large, or 'overworld', slightly abstracted and depicted at a much smaller scale than the other areas of the game, so that the player can travel between distant areas faster than they could if it were all depicted "to scale". That distant town that's said to be 100 miles up yonder mountain range? You'll get there in just a few minutes of walking by map.

Largely an {{RPG}} trope, [[TropeCodifier made famous by]] Eastern-style RPGs like ''DragonQuest'' and ''FinalFantasy'' where (especially in the days of tile-and-sprite based 2D graphics) the party character(s) were always rendered the same onscreen size, regardless of the overworld map's actual scale.

Like other areas in the game, the player is free to travel pretty much anywhere on this map they have access to, with ChokepointGeography being the only (or at least primary) thing to prevent them from potential SequenceBreaking (no, you can't walk ''around'' that plot-important town to reach the mountain range behind it). Also like other areas of the game, expect to be ambushed by RandomEncounters as you travel across it. For the sake of convenience, most of these maps ultimately 'wrap around' in all four directions; that is, if you can travel indefinitely in the same direction, you'll end up looping back to where you started.

Don't expect to find many scripted events or NPC's to interact with, or places to shop (or [[TraumaInn rest and heal]]) directly on the overworld map - this world map exists for TravellingAtTheSpeedOfPlot between point A and B, nothing more. So if you know you're about to embark on a long, cross-continent trip, better stock up (and save your game) before you leave town. On the other hand, many RPG's will allow you to save your game anywhere on this map, where you'd otherwise have to find a specific SavePoint to do the job.

Note that despite its small scale, travelling between two very distant destinations can still take awhile (mostly due to aforementioned RandomEncounters) - one of the reasons you can look forward to getting your hands on a WarpWhistle or GlobalAirship.

If the game reveals that there is a second world ([[DarkWorld dark]] or [[AnotherDimension otherwise]]) or [[TimeTravel time period]] with its own map, see AlternateWorldMap.

Compare and contrast PointAndClickMap, which is a step even more abstracted and you more or less just click on the destination you wish to enter, rather than being at liberty to wander around it freely. For even one more step in the abstract direction (popular with non-RPG games) to the point that the map is largely cosmetic trimming, see RiskStyleMap.

Not to be confused with the FantasyWorldMap often included in works of literature set in a ConstructedWorld.
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!!Eastern Examples

[[AC:ActionAdventure Game]]
* ''VideoGame/ZeldaIITheAdventureOfLink'' was a fairly straight example, in keeping with its RPGElements.
** ''VideoGame/TheLegendOfZeldaPhantomHourglass'' and ''VideoGame/TheLegendOfZeldaSpiritTracks'' ended up making the sailing/train driving like this. There are a few interesting things out there, but they mostly serve purpose of getting you to the places where things actually happen while fighting off RandomEncounters.

[[AC:{{Platformer}}]]
* ''VideoGame/SuperMarioGalaxy2'' used a combination of the HubLevel system in the last game with this; Mario could traverse his fairly small FaceShip in order to collect extra lives, talk with other characters, and switch with Luigi, but once he steps in front of the steering wheel, he accesses the levels themselves from a map.
** ''VideoGame/SuperMarioBros3'' was probably the first in the series to use this, and ''VideoGame/SuperMarioWorld'' and ''VideoGame/YoshisIsland'' took it further.
** And both ''VideoGame/NewSuperMarioBros'' and ''VideoGame/NewSuperMarioBrosWii''.
** This trope somehow made it even outside the main {{canon}} thanks to Bill Mudron's FanArt, whose ArcWelding blended ''VideoGame/SuperMarioBros'', ''VideoGame/SuperMarioBros3'', ''VideoGame/SuperMarioWorld'', ''VideoGame/SuperMarioKart'', ''VideoGame/YoshisIsland'' and ''VideoGame/SuperMarioRPG'' into [[http://www.tekogen.com/wp-content/uploads/2012/04/mushroom-kingdom.jpg a single World Map for all of them.]] For those curious, he did the same for [[http://ghostynet.files.wordpress.com/2011/07/5486661974_ce44690f2d_o.jpg Hyrule,]] the setting of ''The Legend Of Zelda''.


[[AC:{{Role Playing Game}}]]
* ''DragonQuest'' is the TropeMaker for the eastern style, and has yet to diverge from it.
** Subverted when ''Dragon Quest VIII'' did, by featuring a full-scale world map across which you could travel and explore every hill and forest. The only places you couldn't explore were those you logically wouldn't be able to reach by foot, and even those could be traversed once you gained the ability to fly.
* ''Franchise/FinalFantasy'' used the standard eastern style for the first nine games. ''VideoGame/FinalFantasyX'' has an abstract one that's only used for selecting locations for your GlobalAirship, and ''[[VideoGame/FinalFantasyXI XI]] and [[VideoGame/FinalFantasyXII XII]]'' don't have any at all.
** The [[VideoGame/FinalFantasyTactics Tactics]] [[VideoGame/FinalFantasyTacticsAdvance sub]]-[[VideoGame/FinalFantasyTacticsA2 series]] uses a more abstract map, with somewhat more avoidable RandomEncounters.
** VideoGame/DissidiaFinalFantasy. [[http://images3.wikia.nocookie.net/__cb20101214212924/finalfantasy/images/7/75/Map_dissidia_012.jpg The sequel will have one.]]
* Games like ''{{Breath of Fire}}'' and ''VideoGame/ChronoTrigger'' have the world map loop at the edges, giving the impression that what you see is the ''entire world'' (and [[WorldShapes shaped like a donut]].)
* ''VideoGame/ChronoCross'' features a strange world map—it's really tiny and has no enemies on it, at all. Then again, there were no enemies on ''VideoGame/ChronoTrigger''[='s=] world map, but it was larger.
** ''VideoGame/ChronoCross'' takes place on only a single archipelago. So it's an “island map” rather than a world map.
** It is comparatively small; however the map is quite rich and densely packed with visitable locations.
* ''VideoGame/SkiesOfArcadia'' had you literally fly around the overworld in whatever airship you had at the time. It was the only time you could save freely, almost everything was comically scaled down, and it was actually notoriously bad about the high random encounter rate, which the Gamecube port fixed a bit.
* The ''Franchise/TalesSeries''.
** Though ''[[VideoGame/TalesOfSymphoniaDawnOfTheNewWorld Tales of Symphonia: Dawn of the New World]]'' uses a point-and-click map due to budget constraints.
* ''VideoGame/GoldenSun'' also features it: the first game only takes place on one-and-a-half continent with no other means of transportation than your feet, but the second lets you visit the entire [[FloatingContinent flat world]] (apart from the parts available in the first): after a while, you gain a CoolBoat, then [[GlobalAirship wings to put on your boat]], then a [[TeleportationTropes Teleport Psynergy]] in the VeryDefinitelyFinalDungeon.
* Appears in ''Franchise/ShinMegamiTensei''. However, you are not shown like a giant version of yourself, but by an arrow pointing your position.
* ''Franchise/{{Pokemon}}'' has a map in all games. However, in Generations II-IV, it's not a seperate map, but a part of your current {{Schizo Tech}}nical gadget.
** Although this is actually an aversion - instead of a world map, you have a thing called Routes. Instead of wandering through the world map from Pallet Town to Viridian City, you walk along Route 1.

!!Western Examples

[[AC:ActionAdventure Game]]
* ''MetroidPrime 3'' has a navigation map that allows Samus to choose in which planet ''and'' available landing area to reach when she's inside her gunship. This is necessary because, unlike the other games in the series, ''Corruption'' takes place on an entire galaxy, and thus various planets and ships instead of just one.

[[AC:{{MMORPG}}s]]
* ''ToontownOnline'' has a world map, but it's mostly covered in clouds until you reach that place. You also won't be able to have access to teleport there until you finish a (hard/long/tedious) task.

[[AC:{{Platformer}}]]
* The Map Screen of ''VideoGame/DonkeyKongCountry 3'' became a WorldMap, as the player could roam around it freely, while in previous games in the series the player could only move from level to level on a linear path.

[[AC:{{Role Playing Game}}]]
* In the ''BaldursGate'' and ''IcewindDale'' games, as well as ''NeverwinterNights2'', when on the world map, the party's location is shown as a dot, and the player is unable to travel towards anything other than certain known destinations.
* Prior to ''{{Ultima VI}}'', the series used a world map that you walked around on looking for [[UnitsNotToScale Clown Car Cities]] and dungeons to plunder.
* Ditto the similar ''VideoGame/{{Exile}}'' series, which eventually got to the point of having an entire continent and several enormous cave networks riddled with points of interest mapped out in excruciating detail.
** Later titles in the ''VideoGame/{{Avernum}}'' remake series dropped the world map, resulting in a bit of SpaceCompression.
* The first two games in the ''VideoGame/{{Fallout}}'' series have the world map covering about half of California and southern Oregon, cut up into nominal tiles which the player could move freely around. The positions of the player's party, locations of interest, random encounters and such are indicated by the same retro-oscilloscope graphics the [=PIPBoy=] uses. The third game in the series has a "map" that's a scale representation of the actual in-game play area. The difference in ''VideoGame/{{Fallout 3}}'' is that every point on the map corresponds to some piece of actual terrain; in the previous games, the "wasteland" in between important locations was dynamically generated. To compensate, the third game is limited to the Greater Washington DC Metropolitan area, rather than the hundreds of miles of the previous two.
* ''{{Arcanum}}'' uses a map that covers a continent that works much like the older ''Fallout'' maps.
** Notably, you could walk from area to area without using the WorldMap, though that could get tedious since the game world is very big and the non-important areas are generic land with nothing of interest other than the occasional monster.
* In keeping with its JRPG roots, ''{{Summoner}}'' has a very eastern-style map you walk around and drop into {{Random Encounter}}s from.

!!Non-Video Game Examples

[[AC:{{Western Animation}}]]
* There is a talking, sentient world map in ''WesternAnimation/{{Wakfu}}'' the protagonists seek as the first step on finding the little boy's home. The maps like it are rare, but weak on the scale of talking, sentient items.
* Another non-video game example... although, because of meta reasons, ''[[MindScrew it isn't]]'' - CaptainNTheGameMaster.

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