This is a subjective topic where there is no singular answer for, so bringing up examples of a Paladin bigger than the farm being crazy means nothing when the game has clearly not been produced in any sensible means of portraying realism; especially when it comes to scale.
A type of visual abstraction in many Video Games, Board Games, and Tabletop Games 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 Overworld Not to Scale of JRPGs, where your character seems to be about half the size of a city. (Western RPGs are less prone to this, and many later JRPGs have begun averting it.) Also, in many strategy 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 appear large enough to contain more than a handful of aircraft.
Starcraft Real Scale Modl
This is a case of acceptable Gameplay and Story Segregation. It can be easier to keep track of everything 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 a very zoomed-out viewpoint that would make small units too difficult to see, or a close-up viewpoint that would make large units too big to fit onscreen. Also, you can't really stop at just making aircraft carriers and Humongous Mecha proportionately bigger than one foot soldier; you'd need to create appropriately giant oceans, mountains, and plains just to preserve the 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. 2ff7e9595c
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