[THREAD about SCALE]
I don't know about you. But THE thing that I always fall for in games is the play with scale, gigantic settings.
Feeling so small, usually alone, finding structures that could only have been made by unknown civilizations.
1/9
I don't know about you. But THE thing that I always fall for in games is the play with scale, gigantic settings.
Feeling so small, usually alone, finding structures that could only have been made by unknown civilizations.
1/9
You get to overcome things that you don't know, that are bigger than you and stronger than you. Unfortunately it's still too much based on warfare and focused on the destruction of those civs.
2/9
2/9
Destiny and Halo are mastering the Skyboxes art, helping a lot to get immersed into the world that seems to be connected to what's outside the playable area.
The gigantism of this outside world is definitely making you feel like a very tiny piece of the gear.
3/9
The gigantism of this outside world is definitely making you feel like a very tiny piece of the gear.
3/9
God of War 3. Fighting against Kronos, a Titan.
The smart thing about this setpiece is that the level IS the boss itself.
Defeating it bit by bit is extremely rewarding as it looks like an impossible chore at first glimpse.
4/9
The smart thing about this setpiece is that the level IS the boss itself.
Defeating it bit by bit is extremely rewarding as it looks like an impossible chore at first glimpse.
4/9
Brutalism also does a great job at showcasing monolithic structures that seem out of human's perspective, as in Control.
Human tend to create housings and objects that are usually combining organic and monolithic shapes. Thus, having only monolithic elements can feel off.
5/9
Human tend to create housings and objects that are usually combining organic and monolithic shapes. Thus, having only monolithic elements can feel off.
5/9
Journey & Shadow of the Colossus share a similar basis (empty world with buildings from extinct civs). Jenova Chen (Journey) wanted to confront player to loneliness. A great way to do it consists in putting the player within a massive world that no longer carries life.
6/9
6/9
The Ritual Hold of Dishonored: Death of the Outsider is another massive place outside of time and space. @mitmitman @jlmonnet can you maybe elaborate on the intentions for this one ? 
7/9

7/9
What better way to emphasize the presence of an alien domination than having a giant structure. As you can see on the next graph, Agent 47 didn't get that high himself.
8/9
8/9
After having accumulated a lot of overpowered stuff throughout the game. Manipulating one of the most iconic superstructures ever seems like a fair reward..
9/9
9/9