» Mon Aug 02, 2010 6:28 pm
The events of the game take place over 1-2 years of game time, and nobody wants to take that much real time to play through them. So game time is scaled by a factor of 30. If you want the characters to walk at a reasonable pace, then you need to scale the map the same amount, so it takes as long in game time to reach the next city as it would unscaled. So x and y axes are scaled by 30 too. Then you have the problem that the cities are too small for their populations, so you scale those, as well as the number of buildings, and you have the representative cities you see in the game. The z axis stays unscaled, to keep the buildings looking right, so the White Gold Tower is its real height, but would probably be a bit less slender in reality.
A real IC would have 30 x 30 = 900 times the number of people and buildings in it, and be about 6 miles across. Most of those people would have no connection to the events in the game, but only the ones who do find space in the game's IC. The other cities are proportionate in their sizes, again assume each one has 900 times the people and is 30 times wider than the scaled version. The smaller villages and towns probably don't scale so well as the number of inhabitants can't go into fractions of a person, so you'd have towns and villages with a few dozen to a few hundred inhabitants, again mostly unconnected to the story's events. Caves, Mines, Forts and Ruins would be further apart and contain dozens of enemies, instead of the handful you find, but it would take you the same number of real hours to clean them out as you spend game hours to do so, so again the scaling is reasonable.