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How Big Would Dracula's Castle Be In Real Life? (Aria of Sorrow) [Arnox]
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<p>[QUOTE="Nobody Special, xfmg-comment: 17"]</p><p>Honestly pixel measurements are a bit iffy for calculating canonical sizes of large 2D structures like this. For example, just because a character is canonically a certain height doesn't mean that they actually appear that height in game. If you know the canonical height of two characters, it's not unheard of in games for them to not match up compared to each other. Assuming one is correct can sometimes force the other to be incorrect.</p><p></p><p>The most damning thing about measuring playable 2D spaces in this manner though is the assumption that a straight line in 2D space is canonically also a straight line in 3D space. For example, how do you know for sure that the player character is still facing the same direction when doing a screen transition while moving through a doorway? How do you know they didn't turn from say, eastward to northward while offscreen? This kind of thing could cause misalignments with the measurements, counting up to the entire round perimeter of a building as if it were just one side.</p><p></p><p>And all that is assuming that the rooms in game are representing their true size and layout, and aren't altered from their canonical equivalents for the sake of more satisfying gameplay.</p><p></p><p>None of this automatically makes any such calculations wrong, but they are enough to not immediately treat them as fact either.</p><p>[/QUOTE]</p>
[QUOTE="Nobody Special, xfmg-comment: 17"] Honestly pixel measurements are a bit iffy for calculating canonical sizes of large 2D structures like this. For example, just because a character is canonically a certain height doesn't mean that they actually appear that height in game. If you know the canonical height of two characters, it's not unheard of in games for them to not match up compared to each other. Assuming one is correct can sometimes force the other to be incorrect. The most damning thing about measuring playable 2D spaces in this manner though is the assumption that a straight line in 2D space is canonically also a straight line in 3D space. For example, how do you know for sure that the player character is still facing the same direction when doing a screen transition while moving through a doorway? How do you know they didn't turn from say, eastward to northward while offscreen? This kind of thing could cause misalignments with the measurements, counting up to the entire round perimeter of a building as if it were just one side. And all that is assuming that the rooms in game are representing their true size and layout, and aren't altered from their canonical equivalents for the sake of more satisfying gameplay. None of this automatically makes any such calculations wrong, but they are enough to not immediately treat them as fact either. [/QUOTE]
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How Big Would Dracula's Castle Be In Real Life? (Aria of Sorrow) [Arnox]
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