Gianormous Infinite BS

* See also The Huge Signs and Details
* See also Giant_Parakeet_in_a_Gimp_Suit
* See also Gianormous_Statues and Huge_Signs
* See also Infinite BS - Hub of infinite badness
* See also Lets_Push_The_Players_Face_Into_IT
* See also Funky_Columbia_Machinery
* See also Finkton_Mega_Factory
"Gianourmous" - Something that is absurdly/stupendously Oversized, which could only be the result of Ignorance or Stupidity or Dishonesty. 
split out ^^^ content signs... statues ...
"Apparently, to some people Big is better" - Andre The Giant
"Apparently, to some people Big is better" - Mini-MEE
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A Compensation Complex (in Psychology) :
What the Player sees of Columbia is composed so bizarrely horrendously oversized .
Was it that Comstock was SO insecure - Columbia's ornamentation is something a Flim-Flam ArtistFlim-Flam Artist - a conman ... might overdo to 'Awe the Rubes' TO try to make sure he isn't exposed for what he really is ( "Rubes" Tar and Feather 'Flim-Flam men' who cheated them, when they are 'found out' ) ... 
'On the Otherhand' : Game Management/artists who make everything over-blatant maybe don't think the Players ( of the expected Player demographics ) will bother to notice anything 'subtle', and so employ Scream to be Noticed ( Push the Player's Face into It ) to make sure their work gets seen ...
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You Yourself can judge how ridiculously large that Angel 'Statue' is. With a little real knowledge you can understand how Fantastical it is ( and abrogates Player's relevancy to the 'story' ).
"I expected 'Awesomeness' more sophisticated than would impress a 3rd Grader." - A Game Commentator
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Biggiferous Game Setting in Columbia : 
Because the game designers made them (buildings) big (ridiculously oversized) on the outside, they made them big on the inside. Amazingly cavernous and largely vacant store interiors, public places (over)sized for a city, when Columbia has the population of a large village. Such needless grandiosity is soon ignored by the Player when the inevitable gunfight erupts or the Manic_Magpie container scrounging happens.
Overly Huge Signs and details have been created as if the Players could not 'be counted upon' to notice or be interested in seeing such for themselves. Equivalent : Take the Advertising Sign idea/game-element from Rapture, and let's make them 10 times bigger to cover the over-sized buildings, and also coverup the lack of other details.
(( It is kind of strange to have Crass Commercialism in the Flying Eden/Ark, No ? It is like the game had one too many rewrites and a desperation caused by the wasted effort became schizoid in its intent and presentation. I don't think there were huge billboards advertising Kool-Aid in the Jim Jones' Jonestown Compound, do you ?? Other over-sized signs have rather odd verbiage to have made a HUGE sign for. ))
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The real 1893 Exposition drew nearly 26 million visitors. How many thousand of inhabitants could Columbia possibly have in it ?? ( It is 'spread out', but the sections really aren't that large ).
Here's a picture of a real train station for a town of 20000 from that period
For a game, 'Big' can be used to hide lack of detail ( and if you aren't near it, then you need virtually little/no effort-requiring detail work to be done ).
Consider Real World Practicalities :
* Something built *HUGE* costs a *HUGE* amount of money.
* It being *HUGE*, it takes a *HUGE* amount of maintenance (a constant liability).
* It being needlessly *HUGE* doesn't generate more income.
* Being *HUGE* can waste alot of space/resources needed for more important things.
* Consider that *HUGE* budget Infinite BS had, it still didn't make a *HUGE* amount of profits ( when adding in all the marketing expenses (kinda like *HUGE* signs) the game may not have even 'broken even' ).
* Columbia being *HUGE* and spread out, simply made it hard to get anywhere ( with pathetic transport to boot ).
** HUGE* things all run/glombed together onto each other loses alot of potential aesthetics ( so much of Columbia just looks like a half-assed mess ).
** HUGE* gets old after a while.
* "Ram it in the Players face" *HUGE* steals the Players ability to DISCOVER it for themselves.
** HUGE* can be done with "a wave of the hand", no matter how implausible it all is.
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( Infinite BS & that DLC was chronically diseased by Hugification ) ... After a while, it is plain that making stuff huge just does NOT substitute for better scene detail. ( AND LOOk how they have absurdly enlarged that Handyman figure from what it originally was to be - Hint the head was supposed to be normal sized. ) 
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Why put up huge EXPENSIVE signs (and monuments) that hardly anybody sees ?? ( Or have to strain their necks to look at, and THEN not at any proper viewing angle ??? ). Again, its clear Real World realities don't intrude in this odd idea of "America" of Levine & Co. 
"I Will Have NO Padding In MY Games" - Emperor Titus
A shop ( typical in Columbia being 4 X larger than a real shop would be ) with 100 customers has enough problem making a profit ( or just breaking even ) when they have to pay the rent, wages, inventory -- WITHOUT the shop being ridiculously oversize, and ALSO having an immense ( eyesore ) advertisement sign ( which HAD to be paid for initially, and then the costs of maintaining it provided - and then having it lighted, costing with a power bill 4 X what the INTERIOR of the shop uses ). Advertisement is never cheap, and usually is made only as large/expensive as serves its purpose. You need only look at "1900" internet pictures to see what REAL was actually like. 
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(( Maybe it is a projection of the current "Big $$$ Game Maker's Mentality" - Thinking that you HAVE TO expensively market/promote to be a success, that without that, trying to sell un-exceptional/incompetent goods usually fails ( BTW, something like half the whole budget for Infinite BS went into this 'Marketing' activity -- SOMETHING reported as NOT UNUSUAL in today's game industry ). But then I wonder, after near 200 million US Dollars being spent in total, did Infinite BS even 'Break Even' to get back its investors money ??? --- NOW that game studio is out of business. That is not exactly what most people consider a 'Success'. ))
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Note the buildings lower right are closer - so statue (further away) is that much larger.
Enormity - Oh that's just done with floaties ... No, it is a serious disconnect to a 1900 World, and a game where simple Size serves in the place of imagination.
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Some Things in Infinite BS Were Just Plain TOO HUGE to be Part of the Real World. 
Stuff costs, and money seems to have just magically grown on trees for such extravagances to ever get built ( even if they were built realistic in any way, it is a mystery how to pay for it all ). Signs were so huge ( look at any of the period pictures further below and see what size they really were kept to ). Obscenely WRONG mechanical things - the lazy stupidity really did not stop in this game.
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Most interiors are far too large ( airy sky city except that it all had to be paid for - rather than just magically getting built ). This isn't the 'Exposition' itself. 'Columbia' was only a small part of the 1893 Exposition - and would cost far more than other exhibitions because of its 'special' attributes. Countries from around the World built and paid for a great deal of their parts of The 1893 Columbian Exposition. 
Sorry, Comstock didn't scoop up parts of the rest of the Exposition, as he did not have control til almost 10 years later. Much of the 1893 Exposition burned down or was demolished soon after the fair was over in Oct 1893 ( and all those building's, with their cheap temporary construction, would have been falling apart soon anyway ). I offer a Merging for Columbia to try to explain it, but that still leaves the too large aspect of the many pieces.
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The Hand of the Prophet - Is Hugeness Next to Godliness ? :
A Gianourmous Zeppelin. What better a setting for a final Boss Battle ? IT Would have helped if it actually looked either MORE or LESS like a 'Zeppelin', instead of some strange kludge. Was it to be a portable Amusement park - with its own Rollercoaster Skyline ??? But IT WAS BIG - that seems to be the designers chief goal.
This reminds me of the giant 1000 ton tank Hitler wanted ( named 'Maus', mouse) : Wholly excessive and ineffective - unmaneuverable, overly complex, too big for its roll, and terribly expensive to build and operate. At the time it was contemplated, such a monstrosity was able to be destroyed by the same tactics (dive bombers) which spelt the doom of the Battleship.
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Methinks the level Developer needed to fill/pad the scene, so they just scaled up their original. 
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( SEE Finkton_Mega_Factory )
Columbia's Massive Industry ? ( Still Would Be A Mole On Andrew Carnegie's Butt ) :
Ugly for ugly's sake ( a feeble puppet show used to condemn this 'Evil' American Society ... ) Massive Industrial factories shouldn't even exist there. Rather useless and nonsensical ( Who are the customers ?? A few thousand Crazy Cultists ?? ) While at the same time it is unexplained about the 'Hows' and 'Whats' for a place which consumes basic commodities (ie - Food) - is required to be fully supplied to keep the people alive, but has no source of supply FOR THOSE THINGS. 
Elsewhere I've explained why Rapture cannot mass-manufacture much at all : Any mass-production machinery paid for 'up front' pushes costs (and prices) past that of hand crafting. There is too few customers to justify such a production scale. Columbia would be a similar micro-economy ( and in an age having even fewer machines and less knowhow, which in later decades would at least have made some mid-scale mass-production possible ). 
What is produced which requires such huge-scaled manufacturing In-Game ? The thousand other (more important) products made by a hundred small industries is NOT evident. THAT is skipped over/ignored/avoided ... while being essential in a Real_World place. It is a cardboard-cutout economy.
It is really just an unaccountably *Huge* Industry FACTORY caricature which was contrived to FOIST a defective Management VS Labor ( Class War/Capitalist ) theme, WHEN it was really impossible/illogical to even exist there. But the gamewriters had to have their portrayal of their 'Evils' of Exceptionalism America, 1900.
(( The game FORCES stupidity towards the Players - Dim things which proper Fantasy Storytelling avoids. Hey Kenny : Please don't dump obvious BS on the Players while making believe y'all are clever -- It is NOT clever at all. Good storytelling avoids getting trapped in that situation. America of that time was something real/historic. Creating a dim distorted puppet show and pointing and saying 'See, Look How Evil That Is !!" ... THAT is just plain dishonesty. )).
BeyondGianourmousFactory.jpg|Stupidly Tall ...
YeahManufacturing.jpg
Blurry66.jpg|So big, clouds get in the way of your view
ILuvMachinezDontPhysicallWork.jpg|Giant Factory with Giant Gears
AppleCommercial.jpg|The Wizard Of Finkton's ??
GianourmousIdiocy.jpg|To sell all that stuff NEED BIG SIGNS !!!
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==MORE GIANOURMOUS STUFF==
ILuvStructurallyUnsoundStatues.jpg|PLEASE Don't let these game artists design ANYTHING people's lives depend on.
Lasvegasnotasabsurd_g.jpg|Concept artists often are clueless
YesWarning.jpg|Quantumz based Woofer ?? OK ...
Humongorus_laff.jpg|Clouds used as a crutch.
Ignoranceofthereal.jpg|A billboard for something that aught to be merely as small sign placed on a door
Humungusosity.jpg|Idolatry Much ??? Sorry Levine, NOT American Anything.
Bizarroland.jpg|Seriously. Who the F$ck would have a sign in a jail like this ??
Much_better.jpg|GOTS TO HAVE Giant Machinery - no matter that it makes little sense
WordBadDoesntEvenCoverThis.jpg|Every Giant Zeppelin should have a Rollercoaster ...
RememberWhenRetardedWasAVerb.jpg|Bad Fan Fiction usually isn't THIS bad.
Ridiculoussize22.jpg|Hand is 12 feet long (Sorry Big doesn't replace 'Good')
Amusing_lala.jpg|Oversized. Semi-Reality is not these gamemakers strong point.
JustGlueOnGears.jpg|PROOF that Darwinism doesn't work for Humans any more ...
WhatNeedForThis.jpg|MEMO - NOT PART OF THE GAME ANY MORE 
GrandCentralStupidity.jpg|Clueless Grandiosity
Ignorancehere.jpg|Things like this, and YET the story WASNT : "It was all a Dream"
RamItInThePlayersFace.jpg|scale it to the clothing on the left
HumongosityFantasy.jpg|CONCEPT - from the start, it was going to be ridiculous
Gia-Things.jpg|strange hugeness of mechanisms ( Whatever the Hell they supposedly do )
Whataload.jpg|Portal to the "Finacial District" as if COlumbia was a metropolis
Gianourm4.jpg|I suggest you look at real Parisian Cafe scenes are to see how dim this scene is
Gianourm2.jpg|I luv the fact that these subversives would risk their live to have THREE huge obvious Sedition Mills in their HUMONGUS parlour.
Gianourm3.jpg|I've seen Train Stations with smaller spaces than this
Gianourm1.jpg|Concept of Kitchen as a place of busy servants seems lost
ArtistAbuse.jpg|A Too vertical fairyland, when setting is grungy 1900 Faux America
DearHydrogen.jpg|Vertical with giant hydrogen balloons JUST WAITING TO BURNHydrogen is easy to make. Helium you CANNOT.
NOT_Big_Daddy.jpg|Look at that head - YES that is a human in that - They bloated em bigger ...
HandyGianourmity.png|Handyman head twice/thrice normal (8 or 27 times larger) - Supposedly was a human put in a mech suit
"THERE'S AN ART TO MAKING SOMETHING SEEM REAL - THIS AINT IT" - Reginald Perrin
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Big Signs Cost Big Bucks :
Did Fink (or other) find some magic beans in a Tear that allowed Humungus Giant complicated signs and monstrous gold statuary to grow up like trees ? That might be the only way Columbia could be so full of these ridiculously over-sized (and costly) objects. The section built as the 1893 Exposition used Show City (El Floato), would only be a small PART of the larger later Columbia ( and no you didn't just take the other ground exposition buildings and levitate them - That would only be years later, and THEY were made of fiber filled plaster and chicken-wire -- All quite temporary and unable to last much more than a year ).
Ditto for the rest of Columbia's HUGE buildings costing ALOT of money, which can't possibly be paid for from Tax-Payer monies or even the cultist population. Real cities are built over many decades with business (and money) flowing in from a whole regional areas - something that is IMPOSSIBLE with Columbia's Limited Economy.
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Acres of it Apparently.
What a load of giant level artist BS. Bigger is Better - Perhaps to someone who doesn't trust the Player to ever see their 'great artistry' and 'skill'. Funny thing is : By this point in the game, half the Players did not even give it a glance. I can look at such things, but I did with sadness about how ridiculously it was done - AND FOR WHY they thought it had to be done that way.
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Do mere "towns" ( does Columbia even have more population than a village ? ) have "Grand Central Station" ?? ( or any such like-labeled thing ?? ) -- Particularly when ALL the track stays within the 'town' ?? There is no valid explanation for such to exist, and too many reasons against.
A Pretentious naming it seems ( and obviously so to anyone smarter than a moron ). It is Hubris, perhaps the result of some kind of Inferiority Complex, or Delusional Propaganda. The game writers really should have 'made a bigger point' about all this overblown grandiosity ( and maybe 'taken a stab at' how it might actually be ruinously 'paid for' - Other than "Cuz" the chronic 'The Quantumz Did It' ).
No indicator was given of ANY Passenger Transport use by the 'Skyline' system other than the dubious and suicidally dangerous 'Skyhook' use. Gondolas, bridges, flying chunks of the 'city', barges, etc,...
With all the other dyslexic transportation systems in Columbia, I can't think of anything less efficient for people to TRY to get around. A few chapters of logic and care were missing in the game.
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Cities With Millions of People have Signs like this ....
Not some magical Fustercluck of a floating asylum ...
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Is it a bit reminiscent of the Bathysphere interiors - except bloated up like everything in Infinite BS.
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Absurd Unneededly-Huge Interiors
FancyStuff.jpg
KeyTo.jpg|I recall a famous picture of New York City's Grand Central Station - sunlight with dust ...
EnourmityGondolaStation.jpg
SteamPunkWhack2.jpg
GianourmousBank.jpg|Gianourmous Bank ...
BankOfProfit_Hugity.jpg|Level Designers love these huge interiors - lots of Repetition and easily to taken up Space"Wows the Rubes ..." Both those Inhabitants of Columbia and the Game's Players ... 
GrandCentral2.jpg|Such EXPENSIVE Big-City Hugeness for a Population the Size of a Mere Town 
EnourmityGondolaStation2.jpg
Perhaps they were needed to contain those oversized Chalkboards ???
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== THEN ==
== And the INFINITE Gianourmous Stupidity then Leaked into 'Burial At Sea' Rapture : ==
LemmeCalculateThe_Force.jpg
Fromthis.jpg
Immensity.jpg
Notclaustrophobic.jpg
BSGianourmity.jpg|Even More Exaggeration
Only50feetaway.jpg|Huge sign, which virtually nobody could see because of its poor positioning (aimed at Bookers door)
Giantificcc.jpg|Shit. These game makers didn't even think the Players could spot a lock to pick ...
YeeaaaaaahhhhhhhRight.jpg|I guess the players wouldn't notice the signs if they were normal sized
ArtemissuitesBathysphere.jpg|East German Steroid Style Newsstand
ExampleofInfinitizingRapture.jpg|SO huge interior CONTRARY to the environment the original games showed.
Freeakishdistortion.jpg|Gianourmous Signs are hugely expensive - a concept that the game level designers seemed ignorant ofHuge signs makes sense when they are visible from a long distance, and don't when noone looks up to see them.
BigWindow.jpg|Far too large, without understanding about 'undersea' water pressures
Lamez.jpg|This isn't Columbia, It is the same hack absurdism revisited upon Rapture 
FontainesModel.jpg|So many Issues : Too Tall, "Floating" Building, Shape Doesn't match interior, Disconnected, Gianourmous CHAINS ...
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== And Existed in the Skybox Window Views of the Earlier Rapture Computer Games : ==
CorrectedSkyboxWindowView.jpg
So they also did 'Huge" for visual impact in BS1/BS2, but in Infinite BS they WENT FULL DIMBULB. 
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Burial at Sea's Huge Interiors :
The Same style as 'airy' Fantasy Columbia - EXCEPT that Rapture isn't supposed to be so airy/voluminous. The few props and furniture bits present in so much open space looks terribly empty. The original games were more closed-in ( As it would be in a place where space cost money and had to be paid for ). The game developers just didn't get it. Just looking at a Real World store might've given them a clue. Big IS NOT Better, when such things are NOT supposed to be so ridiculously large.
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Burial At Sea Had 'Reality Challenged' Developers ? Badly Used LARGE Spaces :
Size ( gianourmity ) of the BaS game's High_and_Market_Street area - having blank walls when they should have been 'wall to wall' with shops ( and signs and maybe MORE art ? )
"SPACE COSTS" ( You don't waste it when you run a business in the Real World )
In the DLC, the gamemakers/detailers would have had to come up with more Content ( costing $$$ and time ), as they could not easily have a 'Blocked Door' like you could in 'ruined' BS1 Rapture ( which was much more moderately sized anyway ).
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Didn't Have Time ( DLC was Rushed ... ) ?
Didn't have Data Space to fill all that Space ?
Then, DON'T HAVE SUCH RIDICULOUSLY HUMONGUS SPACES.
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"We just did what we did in Infinite BS: ?
THERE WAS LITTLE EXCUSE THERE EITHER.
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== REAL WORLD ==
Use of Sizing and Signs ( or appropriate LACK of them ):
Compare the above pictures to these things from around that era. Note how small the signs are and the general lack of huge weird complex advertising props - EVEN IN VENUES WHERE SUCH EXAGGERATIONS MIGHT BE LIKELY !!!.
EveninCanada.jpg|General lack of HUGE ENOURMOUS Signage 
LA1900.jpg
PrestigeNotSize.jpg|Bizarre, but not HUGE
1906earthquake.jpg|Real signs aren't 3 stories tall
DontabuseADAM.jpg|The SIGNS, not that spider...
EgyptianDeco.jpg|Fancy Shit is small in real world
Meat1904.jpg|Where exactly do you get MEAT in a Floating City ??? ( besides the 'cattle' down in Shantytown ... )
OLD_LA_1927.jpg|Comstock/Fink really didn't look that far into the future
Circa1905.jpg|They just needed to GOOGLE a few real world pictures
Comstocksfearandloathing.jpg|In 1912 it took people to get things done
Whitecity.jpg
1911NYC.jpg
Forfloaty.jpg|Real Stuff just looks REAL
1890-1901.jpg|When you think about it, Columbia wasn't much of a 'city'
Atlanticcity1912.jpg|1912 - what exactly does a 'beach' have to do with a NEW EDEN/ARK ??
Pennsylvaniastationnyc.jpg|Old Pensylvania Station (finished 1910)
AirlineOfficeNOTHUGIFIED.jpg|An Airline office - if it was in Columbia or BaSx it would be the size of the Empire State Building
1952Surface.jpg|Even 40 years later ... ( "Artists License is often Artist Crap" - Dali )
1915AmericanCity.jpg
Lookatthebones.jpg|Note sign painted on building side
LA1910.jpg|Large Buildings - Real ( minus fancy FANTASY shit )
Realworldsigns5.jpg|notice how 'flat' they are ??
File:Realahuntedmansion.jpg|This style of architecture wasn't meant to be all stuck together as if by a three-year-old
File:1911NYCx.jpg|I guess it isn't as exciting running about in the halls of a real building
1911NYC2.jpg|Real towns/cities have a certain look to them 
InTheRealWorld1914.jpg|Such buildings could have housed Columbia's entire population ( the meager numbers ever seen in-game )
Bookerwouldbeslicedegg.jpg|Oops, those oldtime Telephone Wires would have 'Sliced Booker Up A Treat' 
LA1899.jpg
1900FinksReal2.jpg|This is a bit more like a factory Fink would run
1890YeahRocketBarges.jpg|Real World things were just normal sized ...
SmallTown1914.jpg
ActualCity.jpg|Having real crowds is hard in a game. The Columbia Faire Stoning was barely a gaggle.
Erasigns.jpg
JustAFewBlocks.jpg|How real buildings are laid out
Bank22.jpg
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== Since Burial At Sea Was Similarly BLOATED ==
What real world shops look like : 
1947store.jpg|high end department store
1947store_2.jpg|Big ? But this is a store serving Los Angeles with 2 million people
1947store_3.jpg|Layout for upscale customers
Licstor.jpg|Small Liquor store, packed with items for sale
Realstore1910.jpg|Way Too Much Stuff To Loot
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WE COULDA HAD - COLUMBIA'S STOCK MARKET:
INVESTING IN PRAYERS in Levine's Infinite BS (( He shoulda thought of THAT - With that great understanding of Religion/America he demonstrated )).
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Stock Exchange - Even in Rapture, how much of a Stock Exchange could they really have with only ~20000 people, and hardly any large companies ??? But remember : "The Plot Says So" (( Levine & Co - They just dropped in ideas like a chicken does shit in a barnyard. ))
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Gianourmity Where It Is Warranted :
Beaux Arts style ( pretty much what they used in the Rapture [AE] stations )
Pennsylvania Station was in Manhattan New York City - with a population of near 5 Million when it opened 1910. We aren't sure what Columbia had, but it was more like a Town's Population ( probably well less than Rapture's ~20000 ). Hell, the Skyline in Columbia wasn't even shown to be used to carry Passengers ( when it could/should have been ).
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So the level artist couldn't figure out a realistic way to handle yet another cavernous interior, something so prevalent in the game. So, they made the bookshelves 25 feet high.
Well, it is likely that no one dare buy a book in Columbia that isn't "The Prophets Own" ( right next to the Cash Register ), lest it possibly implicate them in some suspicious activity -- which might get them a long stay in the Columbia Police Station Jail, or a 'vacation' on the 'Work Barge'.
The 'Books' on those overly tall shelves are probably just painted on and the titles being nonsensical, as REAL books might be accidentally read by some citizens -- and that might give them 'Ideas'.
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So much is just 'filler', which apparently did not warrant much effort for better Worldbuilding.
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Inside houses are enormous interior spaces ( even for well off 'Whiteys' ), with so much wasted open volume. Palatial ( but without palatial decoration ). I've seen and been in many 'rich peoples houses' from that Era (seen in Big World Famous Museums - actual rooms ...), and THEY AINT THAT BIG. (( You'd also think that a city bunch of wacko cultist cranks would be almost paupers, and there's no logical way the US Government would/could have funded shit like this. )) Again, it is these game 'artists' employing SIZE in place of DETAIL. Portraying Interior house/apartment rooms with the size of small barns is simple ignorance/idiocy, and that goes hand in hand with the rest of Columbia, the 'game prop city'. Simply more steps for the Player to make, while 'hurtling along' their linear game path. You also have the 'Made Big For Combat' game maneuvering space design, which even Rapture had too much of. But Infinite BS has it 'In Spades' - EXTRA-LUDICROUS.
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The Gianourmity Continued in Infinites Follow-On DLC...
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THIS IS RAPTURE'S NOT SO 'ENOURMITY' INSIDE
Infinite's Columbia had Gianourmous as its major feature :
* Oversized Columbia's creators somehow thought 'BIG is better'.
* It 'Fills in' the space - just stretches the same details bigger. ( The Garish Lighting in Infinite maybe looked better )
* Long Maze Path passages in the game used/needed that 'Big'
* Further away, details are not subject to as much scrutiny
* Repetition of the same decorations and patterns and architectural design is EASY.
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The Game "Red Dead Redemption 2" (2018) Had an Industrial "City" 
Modeled somewhat after New Orleans in the same Era. Its Industrial Buildings were fairly modestly sized :
PRDR3862644082.jpg
PRDR31259506156.jpg
TROLLEY33.jpg|Had a halfway reasonable transit system 
Lighthouse_i.jpg|And a Lighthouse ...
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