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** In all ''Civilization'' games, it's taken as read that virtually all units are not really the soldiers or tanks or planes or whatever themselves but a representation of a large group of them. The three "Riflemen" or ''IV'' or twenty of ''V'' (or one of ''III'') are all taken to represent a division or a brigade of rifles, and ditto with the cavalry and tanks, and a single "Jet Fighter" is understood to be a squadron or wing of planes. The only real exception is probably the naval vessels, which probably are supposed to represent a single vessel (at least from the late Renaissance onward), so the vast difference in scale really is just a matter of being able to see the thing. In some of the games, this is even acknowledged with a statistic that expresses the size of the player's military in a fairly realistic fashion. It can be surreal to get told that your five or six units actually represent an army in the tens of thousands that could probably sack and burn all but the best-defended cities of the era, or that your city's population of 20 actually represents a MegaCity with millions of inhabitants.

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** In all ''Civilization'' games, it's taken as read that virtually all units are not really the soldiers or tanks or planes or whatever themselves but a representation of a large group of them. The three "Riflemen" or of ''IV'' or twenty of ''V'' (or one of ''III'') are all taken to represent a division or a brigade of rifles, and ditto with the cavalry and tanks, and a single "Jet Fighter" is understood to be a squadron or wing of planes. The only real exception is probably the naval vessels, which probably are supposed to represent a single vessel (at least from the late Renaissance onward), so the vast difference in scale really is just a matter of being able to see the thing. In some of the games, this is even acknowledged with a statistic that expresses the size of the player's military in a fairly realistic fashion. It can be surreal to get told that your five or six units actually represent an army in the tens of thousands that could probably sack and burn all but the best-defended cities of the era, or that your city's population of 20 actually represents a MegaCity with millions of inhabitants.
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* Averted in Franchise/{{Spellforce}}, since you can use a third person view of your avatar, units are to scale. The only drawback is that it makes buildings look a bit small when using it.

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* Averted in Franchise/{{Spellforce}}, VideoGame/{{Spellforce}}, since you can use a third person view of your avatar, units are to scale. The only drawback is that it makes buildings look a bit small when using it.
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Please link to tvtropes, even if it doesn't have a page yet someone may make it in the future (as they did in this case)


* Notably averted in ''American Conquest'', where barracks are indeed the size of a regiment, and you often need to zoom out to manage your fleet.

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* Notably averted in ''American Conquest'', ''VideoGame/AmericanConquest'', where barracks are indeed the size of a regiment, and you often need to zoom out to manage your fleet.
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A type of visual abstraction in many VideoGames, BoardGames, and TabletopGames by which objects that are supposed to be vastly different from each other in size are represented as much larger or smaller than they really are, so that they take up a similar amount of space onscreen or a similar number of tiles on the map. This is common in the OverworldNotToScale of {{JRPG}}s, where your character seems to be about half the size of a city. ({{Western RPG}}s are less prone to this, and many later {{JRPG}}s have begun averting it.) Also, in many {{strategy game}}s, infantrymen are ridiculously large when compared to vehicles and buildings. The difference in scale is particularly noticeable when dealing with transports that can carry multiple infantry, and it's very rare that an aircraft carrier will be large enough to contain more than a handful of aircraft.

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A type of visual abstraction in many VideoGames, BoardGames, and TabletopGames by which objects that are supposed to be vastly different from each other in size are represented as much larger or smaller than they really are, so that they take up a similar amount of space onscreen or a similar number of tiles on the map. This is common in the OverworldNotToScale of {{JRPG}}s, where your character seems to be about half the size of a city. ({{Western RPG}}s are less prone to this, and many later {{JRPG}}s have begun averting it.) Also, in many {{strategy game}}s, infantrymen are ridiculously large when compared to vehicles and buildings. The difference in scale is particularly noticeable when dealing with transports that can carry multiple infantry, and it's very rare that an aircraft carrier will be appear large enough to contain more than a handful of aircraft.
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** Chogokin Classic Getter, Shin Getter, and the 2019 release of the Getter Emperor are most decidedly not to scale. Well, Classic and Shin are roughly well-proportioned in comparison to each other, but the Emperor at its smallest was roughly the size of Jupiter and only got larger over time, so its Chogokin figure's scale is much more extreme than the other Getters.
Willbyr MOD

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smaller, better quality version


[[quoteright:267:[[VideoGame/{{Civilization}} https://static.tvtropes.org/pmwiki/pub/images/BattleshipMeetsPikeman.JPG]]]]
[[caption-width-right:267:[[AttackOfThe50FootWhatever Attack of the 50 Foot Pikeman!]][[note]]or: Defence of the 3 Yard Dreadnought![[/note]]]]

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[[quoteright:267:[[VideoGame/{{Civilization}} [[quoteright:250:[[VideoGame/{{Civilization}} https://static.tvtropes.org/pmwiki/pub/images/BattleshipMeetsPikeman.JPG]]]]
[[caption-width-right:267:[[AttackOfThe50FootWhatever
org/pmwiki/pub/images/rsz_battleshipmeetspikeman.png]]]]
[[caption-width-right:250:[[AttackOfThe50FootWhatever
Attack of the 50 Foot Pikeman!]][[note]]or: Defence of the 3 Yard Dreadnought![[/note]]]]



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[[quoteright:275:[[VideoGame/{{Civilization}} https://static.tvtropes.org/pmwiki/pub/images/BattleshipMeetsPikeman.JPG]]]]
[[caption-width-right:275:[[AttackOfThe50FootWhatever Attack of the 50 Foot Pikeman!]][[note]]or: Defence of the 3 Yard Dreadnought![[/note]]]]

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[[quoteright:275:[[VideoGame/{{Civilization}} [[quoteright:267:[[VideoGame/{{Civilization}} https://static.tvtropes.org/pmwiki/pub/images/BattleshipMeetsPikeman.JPG]]]]
[[caption-width-right:275:[[AttackOfThe50FootWhatever [[caption-width-right:267:[[AttackOfThe50FootWhatever Attack of the 50 Foot Pikeman!]][[note]]or: Defence of the 3 Yard Dreadnought![[/note]]]]

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* ''VideoGame/StarWarsEmpireAtWar'' noticeably downscales the larger ships while upscaling the fighters. A squadron of about ten twelve-meter X-wings flying in loose formation takes up about the same space on the map as a 700-meter Acclimator. In this case, it's rather obviously for the reason of "if they were scale-accurate, you'd either have fighters the size of fly swarms or Star Destroyers that take up the entire screen." Additionally, break out the cinematic camera angles and you'll find that the "distant planets" you're fighting nearby are actually about the same size as the larger dreadnoughts, and their models appears to be within walking distance of the battle.
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* ''VideoGame/StarWarsEmpireAtWar'' noticeably downscales the larger ships while upscaling the fighters. A squadron of about ten twelve-meter X-wings flying in loose formation takes up about the same space on the map as a 700-meter Acclimator. In this case, it's rather obviously for the reason of "if they were scale-accurate, you'd either have fighters the size of fly swarms or Star Destroyers that take up the entire screen." Additionally, break out the cinematic camera angles and you'll find that the "distant planets" you're fighting nearby are actually about the same size as the larger dreadnoughts, and their models appears to be within walking distance of the battle.

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* Also notable in ''VideoGame/{{Civilization}} 4'', where it is possible to zoom in on your cities to see the various buildings and wonders you've created there... and any garrisoned units, towering high above even the tallest of buildings. If you happen to build the Colossus of Rhodes, it's interesting to note that he's effectively a miniature next to the actual soldiers.
** Closer to aversion in Civilization 5, though. Units are still numerically smaller, with physically larger soldiers, than reality by a huge proportion, but it's a smaller huge proportion -- twenty pikemen who together take up one tile, instead of three pikemen who tower over cities.
** In all ''Civilization'' games, it's taken as read that virtually all units are not really the soldiers or tanks or planes or whatever themselves but a representation of a large group of them. The three "Riflemen" or ''IV'' or twenty of ''V'' (or one of ''III'') are all taken to represent a division or a brigade of rifles, and ditto with the cavalry and tanks, and a single "Jet Fighter" is understood to be a squadron or wing of planes. The only real exception is probably the naval vessels, which probably are supposed to represent a single vessel (at least from the late Renaissance onward), so the vast difference in scale really is just a matter of being able to see the thing.

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* Also notable in ''VideoGame/{{Civilization}} 4'', IV'', where it is possible to zoom in on your cities to see the various buildings and wonders you've created there... and any garrisoned units, towering high above even the tallest of buildings. If you happen to build the Colossus of Rhodes, it's interesting to note that he's effectively a miniature next to the actual soldiers.
** Closer to aversion in Civilization 5, ''Civilization V'', though. Units are still numerically smaller, with physically larger soldiers, than reality by a huge proportion, but it's a smaller huge proportion -- twenty pikemen who together take up one tile, instead of three pikemen who tower over cities.
** In all ''Civilization'' games, it's taken as read that virtually all units are not really the soldiers or tanks or planes or whatever themselves but a representation of a large group of them. The three "Riflemen" or ''IV'' or twenty of ''V'' (or one of ''III'') are all taken to represent a division or a brigade of rifles, and ditto with the cavalry and tanks, and a single "Jet Fighter" is understood to be a squadron or wing of planes. The only real exception is probably the naval vessels, which probably are supposed to represent a single vessel (at least from the late Renaissance onward), so the vast difference in scale really is just a matter of being able to see the thing. In some of the games, this is even acknowledged with a statistic that expresses the size of the player's military in a fairly realistic fashion. It can be surreal to get told that your five or six units actually represent an army in the tens of thousands that could probably sack and burn all but the best-defended cities of the era, or that your city's population of 20 actually represents a MegaCity with millions of inhabitants.
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* [[ZigzaggedTrope Zigzagged]] in the ''VideoGame/SuperSmashBros'' games with the Infantry & Tanks Assist Trophy. They use the sprites from ''VideoGame/AdvanceWars'', meaning each infantry soldier is about the same size as the tanks. However, they are tiny compared to the playable characters, at about one-third to one-fourth the height of most of the characters.
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* ''VideoGame/Freelancer'' presents a vast universe full of hundreds of planets, some of which probably only barely reach even a hundred metres across. The space stations are especially out of scale - a massive trade station might only have the same area as a large house, and the smaller stations would barely have enough internal volume for [[PlayerCharacter Trent]] to get out and stretch his legs.

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* ''VideoGame/Freelancer'' ''VideoGame/{{Freelancer}}'' presents a vast universe full of hundreds of planets, some of which probably only barely reach even a hundred metres across. The space stations are especially out of scale - a massive trade station might only have the same area as a large house, and the smaller stations would barely have enough internal volume for [[PlayerCharacter Trent]] to get out and stretch his legs.
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* ''VideoGame/Freelancer'' presents a vast universe full of hundreds of planets, some of which probably only barely reach even a hundred metres across. The space stations are especially out of scale - a massive trade station might only have the same area as a large house, and the smaller stations would barely have enough internal volume for [[PlayerCharacter Trent]] to get out and stretch his legs.
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* ''VideoGame/GranblueFantasy'': While in-battle, your playable characters are depicted as having small chibi-like proportions while the large monsters or raid bosses will take up the whole left side of the screen. Humanoid Primal Beasts are a victim of this, as they are supposed to be giants in-lore, but have their artworks ''zoomed-out'' in-game. This makes them visually small in contrast to the characters - so much that raid boss Tiamat's head is smaller than Djeeta's!
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Lately, this trope is getting discredited in video games; better graphics have indeed made it possible to zoom in enough to see otherwise tiny soldiers in good detail, while maintaining the ability to zoom out and see large vehicles and most of the battlefield - with soldiers either very small, or (depending on the game) so tiny they're shown as symbols. However, it will probably remain a case of TropesAreNotBad, since it can be a hassle to have to constantly zoom in and out in order to command efficiently. In practice, even strategy games that downplay this trope at least use it to the extent that you can still micromanage a battle from a single zoom setting. Board games and Tabletop games are further constrained by the fact that you can only make physical game pieces so small before they're inconvenient to manipulate, or the board so large before you can no longer play it on a tabletop. Just imagine how impractical playing ''TabletopGame/{{Risk}}'' would be if the board representing the world map was gigantic enough to match the scale of the soldier pieces, or if each of those pieces didn't [[ActuallyFourMooks represent a whole army]]!

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Lately, this trope is getting discredited in video games; better graphics have indeed made it possible to zoom in enough to see otherwise tiny soldiers in good detail, while maintaining the ability to zoom out and see large vehicles and most of the battlefield - with soldiers either very small, or (depending on the game) so tiny they're shown as symbols. However, it will probably remain a case of TropesAreNotBad, since it can be a hassle to have to constantly zoom in and out in order to command efficiently. In practice, even strategy games that downplay this trope at least use it to the extent that you can still micromanage a battle from a single zoom setting. Board games and Tabletop games are further constrained by the fact that you can only make physical game pieces so small before they're they become inconvenient to manipulate, or make the board so large before you can no longer play it the game on a tabletop. Just imagine how impractical playing ''TabletopGame/{{Risk}}'' would be if the board representing the world map was gigantic enough to match the scale of the soldier pieces, or if each of those pieces didn't [[ActuallyFourMooks represent a whole army]]!
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A type of visual abstraction in many VideoGames, BoardGames, and TabletopGames by which objects that are supposed to be vastly different from each other in size are represented as much larger or smaller than they really are, so that they take up a similar amount of space onscreen or a similar number of tiles on the map. This is common in the OverworldNotToScale of {{JRPG}}s, where your character seems to be about half the size of a city. ({{Western RPG}}s are less prone to this, and many later {{JRPG}}s have begun averting it.) Also, in many StrategyGames, infantrymen are ridiculously large when compared to vehicles and buildings. The difference in scale is particularly noticeable when dealing with transports that can carry multiple infantry, and it's very rare that an aircraft carrier will be large enough to contain more than a handful of aircraft.

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A type of visual abstraction in many VideoGames, BoardGames, and TabletopGames by which objects that are supposed to be vastly different from each other in size are represented as much larger or smaller than they really are, so that they take up a similar amount of space onscreen or a similar number of tiles on the map. This is common in the OverworldNotToScale of {{JRPG}}s, where your character seems to be about half the size of a city. ({{Western RPG}}s are less prone to this, and many later {{JRPG}}s have begun averting it.) Also, in many StrategyGames, {{strategy game}}s, infantrymen are ridiculously large when compared to vehicles and buildings. The difference in scale is particularly noticeable when dealing with transports that can carry multiple infantry, and it's very rare that an aircraft carrier will be large enough to contain more than a handful of aircraft.
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->-- '''David St. Hubbins''', ''Film/ThisIsSpinalTap''

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->-- -->-- '''David St. Hubbins''', ''Film/ThisIsSpinalTap''
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* {{Egregious}} example from ''VideoGame/CommandAndConquer: Red Alert,'' where infantry are about the same size the light tank or APC (which can, of course, hold five of said infantry). Some levels in the campaign actually take place inside buildings which, if infantry were the same size inside and out, it would be theoretically possible to build an entire base in the ''hallways'' of that building.

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* {{Egregious}} JustForFun/{{Egregious}} example from ''VideoGame/CommandAndConquer: Red Alert,'' where infantry are about the same size the light tank or APC (which can, of course, hold five of said infantry). Some levels in the campaign actually take place inside buildings which, if infantry were the same size inside and out, it would be theoretically possible to build an entire base in the ''hallways'' of that building.
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added Forged Battalion to RTS

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* ''VideoGame/ForgedBattalion'' by Command and Conquer Westwood veterans Petroglyph averts this by having all infantry in exoskeleton suits and all aircraft are unmanned drones.
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* ''VideoGame/BahamutLagoon'' makes no to maintain any kind of consistent scale-- a castle might take up six tiles of the map one chapter, and ''be'' the map the next. Not to mention the [[PartyInMyPocket strangely absent squad members]]....

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* ''VideoGame/BahamutLagoon'' makes no effort to maintain any kind of consistent scale-- a castle might take up six tiles of the map one chapter, and ''be'' the map the next. Not to mention the [[PartyInMyPocket strangely absent squad members]]....
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**''VideoGame/AgeOfEmpiresI'' had this the most in terms of pure object scale, particularly for houses: since buildings stay the same size through the ages, a Stone Age hut the size of a child will be a [[{{Film/Zoolander}} mansion for ants]] by the Iron Age. Most buildings look not much taller than a normal unit, and even Wonders such as the Coliseum are only slightly higher than elephants. [[JustifiedTrope Justified]] given the much smaller screen resolutions of the day.
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* ''TachyonTheFringe'' also advertises its realistic scale. In the game, various sectors contain truly gigantic starbases (so massive that they often caused framerate problems), with the player's hangar being only a small opening when looking at the entire structure. It can take several minutes (even using afterburners) to fly around the thing. The same is true with cruisers and carriers, although to a much lesser extent. The problem with planet scale is solved by having the planets and moons as backgrounds.

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* ''TachyonTheFringe'' ''VideoGame/TachyonTheFringe'' also advertises its realistic scale. In the game, various sectors contain truly gigantic starbases (so massive that they often caused framerate problems), with the player's hangar being only a small opening when looking at the entire structure. It can take several minutes (even using afterburners) to fly around the thing. The same is true with cruisers and carriers, although to a much lesser extent. The problem with planet scale is solved by having the planets and moons as backgrounds.
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Lately, this trope is getting discredited in video games; better graphics have indeed made it possible to zoom in enough to see otherwise tiny soldiers in good detail, while maintaining the ability to zoom out and see large vehicles and most of the battlefield - with soldiers either very small, or (depending on the game) so tiny they're shown as symbols. However, it will probably remain a case of TropesAreNotBad, since it can be a hassle to have to constantly zoom in and out in order to command efficiently. In practice, even strategy games that downplay this trope at least use it to the extent that you can still micromanage a battle from a single zoom setting. Board games and Tabletop games are further constrained by the fact that you can only make physical game pieces so small before they're inconvenient to manipulate, or the board so large before you can no longer play it on a tabletop. Just imagine how impractical playing ''BoardGame/{{Risk}}'' would be if the board representing the world map was gigantic enough to match the scale of the soldier pieces, or if each of those pieces didn't [[ActuallyFourMooks represent a whole army]]!

to:

Lately, this trope is getting discredited in video games; better graphics have indeed made it possible to zoom in enough to see otherwise tiny soldiers in good detail, while maintaining the ability to zoom out and see large vehicles and most of the battlefield - with soldiers either very small, or (depending on the game) so tiny they're shown as symbols. However, it will probably remain a case of TropesAreNotBad, since it can be a hassle to have to constantly zoom in and out in order to command efficiently. In practice, even strategy games that downplay this trope at least use it to the extent that you can still micromanage a battle from a single zoom setting. Board games and Tabletop games are further constrained by the fact that you can only make physical game pieces so small before they're inconvenient to manipulate, or the board so large before you can no longer play it on a tabletop. Just imagine how impractical playing ''BoardGame/{{Risk}}'' ''TabletopGame/{{Risk}}'' would be if the board representing the world map was gigantic enough to match the scale of the soldier pieces, or if each of those pieces didn't [[ActuallyFourMooks represent a whole army]]!
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A type of visual abstraction in many VideoGames, BoardGames, and TabletopGames by which objects that are supposed to be vastly different in size are represented as much larger or smaller than they really are, so that they take up a similar amount of space onscreen or a similar number of tiles on the map. This is common in the OverworldNotToScale of {{JRPG}}s, where your character seems to be about half the size of a city. ({{Western RPG}}s are less prone to this, and many later {{JRPG}}s have begun averting it.) Also, in many StrategyGames, infantrymen are ridiculously large when compared to vehicles and buildings. The difference in scale is particularly noticeable when dealing with transports that can carry multiple infantry, and it's very rare that an aircraft carrier will be large enough to contain more than a handful of aircraft.

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A type of visual abstraction in many VideoGames, BoardGames, and TabletopGames by which objects that are supposed to be vastly different from each other in size are represented as much larger or smaller than they really are, so that they take up a similar amount of space onscreen or a similar number of tiles on the map. This is common in the OverworldNotToScale of {{JRPG}}s, where your character seems to be about half the size of a city. ({{Western RPG}}s are less prone to this, and many later {{JRPG}}s have begun averting it.) Also, in many StrategyGames, infantrymen are ridiculously large when compared to vehicles and buildings. The difference in scale is particularly noticeable when dealing with transports that can carry multiple infantry, and it's very rare that an aircraft carrier will be large enough to contain more than a handful of aircraft.
Is there an issue? Send a MessageReason:
None


A type of visual abstraction in many VideoGames, BoardGames, and TableopGames by which objects that are supposed to be vastly different in size are represented as much larger or smaller than they really are, so that they take up a similar amount of space onscreen or a similar number of tiles on the map. This is common in the OverworldNotToScale of {{JRPG}}s, where your character seems to be about half the size of a city. ({{Western RPG}}s are less prone to this, and many later {{JRPG}}s have begun averting it.) Also, in many StrategyGames, infantrymen are ridiculously large when compared to vehicles and buildings. The difference in scale is particularly noticeable when dealing with transports that can carry multiple infantry, and it's very rare that an aircraft carrier will be large enough to contain more than a handful of aircraft.

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A type of visual abstraction in many VideoGames, BoardGames, and TableopGames TabletopGames by which objects that are supposed to be vastly different in size are represented as much larger or smaller than they really are, so that they take up a similar amount of space onscreen or a similar number of tiles on the map. This is common in the OverworldNotToScale of {{JRPG}}s, where your character seems to be about half the size of a city. ({{Western RPG}}s are less prone to this, and many later {{JRPG}}s have begun averting it.) Also, in many StrategyGames, infantrymen are ridiculously large when compared to vehicles and buildings. The difference in scale is particularly noticeable when dealing with transports that can carry multiple infantry, and it's very rare that an aircraft carrier will be large enough to contain more than a handful of aircraft.
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The phenomenon in video games where objects, people or places appear to be totally different sizes than what they should be. This is common in the OverworldNotToScale of {{JRPG}}s, where your character seems to be about half the size of a city. ({{Western RPG}}s don't seem to fall under this, and many later {{JRPG}}s have begun averting it.) Also, in many RealTimeStrategy games, infantrymen are ridiculously large when compared to vehicles and buildings. The difference in scale is particularly noticeable when dealing with transports that can carry multiple infantry, and it's very rare that an aircraft carrier will be large enough to contain more than a handful of aircraft.

This is a case of {{acceptable|BreaksFromReality}} GameplayAndStorySegregation. Making everything the same size would require either extreme zooming out (which would make the object in question too hard to see) or zooming in (which would disallow an overall view of the thing in question).

Lately, this trope is getting discredited; better graphics have indeed made it possible to zoom in enough to see otherwise tiny soldiers in good detail, while maintaining the ability to zoom out and see large vehicles and most of the battlefield - with soldiers either very small, or (depending on the game) so tiny they're shown as symbols. Still, it will probably remain a case of TropesAreNotBad, since it can be a hassle to have to constantly zoom in and out in order to command efficiently.

See also VideoGameTime, which is improperly scaled time. Compare ClownCar and ClownCarBase, BiggerOnTheInside, SpaceCompression, ThrivingGhostTown, PerspectiveMagic, and LargeAndInCharge. BonsaiForest is a {{subtrope}}.

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The phenomenon A type of visual abstraction in video games where objects, people or places appear many VideoGames, BoardGames, and TableopGames by which objects that are supposed to be totally vastly different sizes in size are represented as much larger or smaller than what they should be.really are, so that they take up a similar amount of space onscreen or a similar number of tiles on the map. This is common in the OverworldNotToScale of {{JRPG}}s, where your character seems to be about half the size of a city. ({{Western RPG}}s don't seem are less prone to fall under this, and many later {{JRPG}}s have begun averting it.) Also, in many RealTimeStrategy games, StrategyGames, infantrymen are ridiculously large when compared to vehicles and buildings. The difference in scale is particularly noticeable when dealing with transports that can carry multiple infantry, and it's very rare that an aircraft carrier will be large enough to contain more than a handful of aircraft.

This is a case of {{acceptable|BreaksFromReality}} GameplayAndStorySegregation. Making It can be easier to keep track of everything the same from a bird's eye view when each unit you can select is within a limited size range. Rendering every unit to scale would require either extreme zooming out (which a very zoomed-out viewpoint that would make the object in question small units too hard difficult to see) see, or zooming in (which a close-up viewpoint that would disallow an overall view of make large units too big to fit onscreen. Also, you can't really stop at just making aircraft carriers and HumongousMecha proportionately bigger than one foot soldier; you'd need to create appropriately giant oceans, mountains, and plains just to preserve the thing in question).

sense of realism, as well as give those behemoths enough space to move around in. It's much simpler to just declare that each tile represents however many miles square, and that whatever unit occupies that tile won't necessarily be drawn to scale.

Lately, this trope is getting discredited; discredited in video games; better graphics have indeed made it possible to zoom in enough to see otherwise tiny soldiers in good detail, while maintaining the ability to zoom out and see large vehicles and most of the battlefield - with soldiers either very small, or (depending on the game) so tiny they're shown as symbols. Still, However, it will probably remain a case of TropesAreNotBad, since it can be a hassle to have to constantly zoom in and out in order to command efficiently.

efficiently. In practice, even strategy games that downplay this trope at least use it to the extent that you can still micromanage a battle from a single zoom setting. Board games and Tabletop games are further constrained by the fact that you can only make physical game pieces so small before they're inconvenient to manipulate, or the board so large before you can no longer play it on a tabletop. Just imagine how impractical playing ''BoardGame/{{Risk}}'' would be if the board representing the world map was gigantic enough to match the scale of the soldier pieces, or if each of those pieces didn't [[ActuallyFourMooks represent a whole army]]!

See also VideoGameTime, which is improperly scaled time. Compare ActuallyFourMooks, ClownCar and ClownCarBase, BiggerOnTheInside, SpaceCompression, ThrivingGhostTown, PerspectiveMagic, and LargeAndInCharge. BonsaiForest is a {{subtrope}}.
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tidying and expanding


* The world of scale model building is one where issues of scale ''absolutely'' matter. Manufacturers are frequently called out on scale discrepancies within their kits and ranges by modellers who insist on something pretty close to perfection. It doesn't help that within the two principal modelling bands, there are anomolies which hang over from the days when different manufacturers had different ideas of what would be popular. 1:32 scale models are still there, for instance, even though the accepted standard in this range for practically all kit manufacturers and fans is 1:35. Clasic kit manufacturer Airfix, in the smaller scale band, still produces a hodgepodge of kits and figures in HO/00 (approximate 1:87 scale, designed to go with model railway layouts. The accepted industry yardstick here is less clearcut: it is tending now to 1:72, but many kits are still made in 1:76. Does it matter? well, yes. Take a model of the same subject in, say, 1:32 and stand it next to one in 1:35. There will be a visible scale difference. The same applies to 1:76 versus 1:72. And 1:87 is ''definitely'' smaller. Within each scale, however, there is generally consistency. [[note]]Talking to a clued-up modeller about, say, the Airfix model of the Crusader Tank and how its dimemsions are way out of scale even within itself, and you will get a far longer and more detailed answr than it might strictly need.[[/note]]

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* The world of scale model building is one where issues of scale ''absolutely'' matter. Manufacturers are frequently called out on scale discrepancies within their kits and ranges by modellers who insist on something pretty close to perfection. It doesn't help that within the two principal modelling bands, there are anomolies which hang over from the days when different manufacturers had different ideas of what would be popular. 1:32 scale models are still there, for instance, even though the accepted standard in this range for practically all kit manufacturers and fans is 1:35. Clasic Classic kit manufacturer Airfix, in the smaller scale band, still produces a hodgepodge of kits and figures in HO/00 (approximate 1:87 scale, designed to go with model railway layouts.layouts), as well as slightly larger scales. The accepted industry yardstick here is less clearcut: it is tending now to 1:72, but many kits are still made in 1:76. Does it matter? well, yes. Take a model of the same subject in, say, 1:32 and stand it next to one in 1:35. There will be a visible scale difference. The same applies to 1:76 versus 1:72. And 1:87 is ''definitely'' smaller. Within each scale, however, there is generally consistency. [[note]]Talking to a clued-up modeller about, say, the Airfix model of the Crusader Tank and how its dimemsions are way out of scale even within itself, and you will get a far longer and more detailed answr answer than it might strictly need.[[/note]][[/note]]. It's also interesting how, even in a well-scaled model, it's often bloody hard to get a pilot figure in an aircraft, or a driver/crew figure in a vehicle, to fit the given space convincingly - even though the crew space is to scale and a figure in the same scale should fit naturally!
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Scale models and how they sometimes aren't

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* The world of scale model building is one where issues of scale ''absolutely'' matter. Manufacturers are frequently called out on scale discrepancies within their kits and ranges by modellers who insist on something pretty close to perfection. It doesn't help that within the two principal modelling bands, there are anomolies which hang over from the days when different manufacturers had different ideas of what would be popular. 1:32 scale models are still there, for instance, even though the accepted standard in this range for practically all kit manufacturers and fans is 1:35. Clasic kit manufacturer Airfix, in the smaller scale band, still produces a hodgepodge of kits and figures in HO/00 (approximate 1:87 scale, designed to go with model railway layouts. The accepted industry yardstick here is less clearcut: it is tending now to 1:72, but many kits are still made in 1:76. Does it matter? well, yes. Take a model of the same subject in, say, 1:32 and stand it next to one in 1:35. There will be a visible scale difference. The same applies to 1:76 versus 1:72. And 1:87 is ''definitely'' smaller. Within each scale, however, there is generally consistency. [[note]]Talking to a clued-up modeller about, say, the Airfix model of the Crusader Tank and how its dimemsions are way out of scale even within itself, and you will get a far longer and more detailed answr than it might strictly need.[[/note]]
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* TabletopGame/{{Pathfinder}} has a tendency to make its AnimalsNotToScale, which would be fine if the flavor text didn't describe them as being of a relatively accurate size. This is most noticeable with dinosaurs, such as the Tyrannosaurus, which is listed as Gargantuan in size, despite being barely longer (and a bit lighter) than the Huge sized Triceratops. The Giganotosaurus, which has its size inflated to 60 feet in length (in reality it was around 45 feet long and much lighter), still isn't large enough to justify its size of Colossal, given that it is only half the weight (17 tons) of the Gargantuan Brachiosaurus (32 tons), and much shorter in height and length to boot.
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* ''Franchise/LEGO'' produces a number of licensed sets, the most famous of which is their Franchise/StarWars line. Small fighters like the X-wing or TIE Fighter are built roughly to the same scale to the pilot minifig as the movies, while larger ships are built to wildly different scales; the Millenium Falcon is slightly smaller than it should be, while the Star Destroyer and especially the [[MileLongShip Super Star Destroyer]] are built to ''much'' smaller scales. This is to maintain sanity, as a to-scale SSD would be the length of an Olympic swimming pool.

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* ''Franchise/LEGO'' ''Franchise/{{LEGO}}'' produces a number of licensed sets, the most famous of which is their Franchise/StarWars line. Small fighters like the X-wing or TIE Fighter are built roughly to the same scale to the pilot minifig as the movies, while larger ships are built to wildly different scales; the Millenium Falcon is slightly smaller than it should be, while the Star Destroyer and especially the [[MileLongShip Super Star Destroyer]] are built to ''much'' smaller scales. This is to maintain sanity, as a to-scale SSD would be the length of an Olympic swimming pool.

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