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Very well put!
You really nailed it mentioning the scale of the world. In retrospect, everything did feel "right sized". And, yes, the freedom you're allowed for such a linear game was amazing, to say the least.
Man, I wish I had the patience to articulate as well as you did ๐
If you'd like a particularly egregious example, try playing Elite: Dangerous in VR. E:D's universe makes no sense when it's viewed in real scale, because the designers obviously made everything to look right on your flat screen with a 90 degree FOV or whatever, and didn't think about the implications. And the same models and UI are used in VR as they are in flatland.
Like, Elite's classic radar thingy. It's hovering right over your console and about the size of a dinner plate, right?
Well, no... It's actually the size of a kiddie pool and it's six or eight feet forward of your chair. You can walk around the cockpits in the various ships at least to a limited degree, and even those in what are supposed to be compact and nimble single seat fighter craft are inexplicably cathedral-like. The cockpit canopy glass in an Asp Explorer is like 18 feet tall.