FROM ARCHADES TO CRESCENT ~ TOWN DESIGN FOR THE SOLO DEV

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Craze
i bet she's a diva with a potion popping problem
14980
I'm assuming a few things with this topic, for the sake of skipping some of the tangents: our hypothetical project has mostly traditional rest-challenge-repeat pacing, and that towns are mapped out (i.e. not a menu). It doesn't have to be an RPG, just anything with those designated rest/challenge areas.

So, how do you get the best ratio of effort to player experience out of your towns?

In a game like Chrono Trigger, there are some gorgeous town areas, but I feel like you spend 2-3 minutes in each one (the fair aside) before jumping into the next cutscene or dungeon. That's a lot of effort for a fleeting player experience.

Compare that to like the original Final Fantasy, where you'll be returning to each town to save the game and rest up often, as well as pick up the expensive upgrades (magic, gear) over the course of the game. The towns aren't exactly lookers, even for the NES, and some are arguably even too big. There also isn't a lot to do or find except for a hidden shop in one town and Crescent's windy forest with old men in it. So, that's pretty much low effort for mediocre player experience.

And then we have a game like Final Fantasy 12, which only has a few towns but each one is gorgeous, complex, and has a wide variety of shops and bazaars and hunt-related characters and running around yelling you're Basch and etc. That's a lot of effort for lots of positive player experience.

How can we make games that don't require a ton of effort -- because most of us are single devs -- but allow for a lot of player experience out of a sometimes-dull part of the typical rpg or action-adventure? We surely can't recreate Archades or Rabanstre, and putting in the graphical effort to make something as beautiful as Chrono's towns would be silly if we didn't put a lot more stuff to do in them (thank goodness for Sunset over Imdahl, I guess). Making boring FF1 towns is easy, but then... what's the point of having towns if they're gonna suck?
Have you seen "towns" in Super Robot Taisen OG Saga: Endless Frontier? They are literally just a static background, and you navigate to the relevant locations via a menu. Then large facesets chat to each other above the textbox to do cutscenes or buy from a shop or whatever.

A quick example I found of a cutscene in an LP:
https://youtu.be/MR8H3uvallI?t=1452
(don't click if incredibly large anime boobs scare you)


Anywho, in my mind a town is just another dungeon, but with no random encounters. Puzzles, secrets, hidden treasure, overarching theme/aesthetic, hidden rooms/shops/etc... If you approach it like you would a dungeon, I think the result is more engaging overall.
Depending on the style of game and storytelling that you're going for, you could even forego towns entirely, and boil the usual player interactions of such into its basic parts and implement them into something else.

My current project has no towns, and instead has a pair of merchant characters that you run into at regular intervals during the adventure that have all of the expected commodities of a town: items, weapons, armor, and an inn. It's a somewhat similar setup to Final Fantasy X, who had a merchant character that followed you around in between the game's small number of traditional towns.

The idea of these "mobile towns" also grants new opportunities for character development; FFX's merchant O'aka had a story to tell throughout the course of the game, which might be more interesting to players than the typical "behind the counter" merchants that you'll never see again.

EDIT: Personally... I don't like gigantic towns like Rabanastre or Archades from a pacing perspective. As gorgeous and bustling as towns like those tend to be, I feel as if their impact is lessened if it means that players have take significant amounts of time away from the action in order to explore them all, talk to everyone, and find everything. Bigger isn't always better.
InfectionFiles
the world ends in whatever my makerscore currently is
4623
I'm actually doing something similar to SgtMettool. The roaming traders and very few towns. Because storywise there isn't much civilization left.

Towns become a bigger thing because they will offer more than the roaming merchants so hopefully that will invoke a greater sense in the player once they do reach one


LouisCyphre
can't make a bad game if you don't finish any games
4523
author=SgtMettool
Depending on the style of game and storytelling that you're going for, you could even forego towns entirely, and boil the usual player interactions of such into its basic parts and implement them into something else.


author=Craze
...that towns are mapped out (i.e. not a menu)...


? ??
I seem to be very good at misiing these things.
One of the things I take inspiration from (thought I haven't implemented it as much as I ought), are the Zelda games.

If you remember a Link to the Past, you always were heading back to town for some reason or another. It had that metroidvania feel: you unlocked something that made you go back to town, and that unlocked another thing, and so on and so forth. To me, they got some of the most value out of a town than any other game I played. Not only was the town useful for progressing the plot, but they'd also have other things to do: you could make good money playing the claw-game, you could access different areas you normally couldn't get to, the shop would update with different items over time, and you could trade items with the townspeople in the hopes of eventually getting a cool secret item.

In terms of content, towns are some of the fastest devoured: you get in, buy items, heal at the inn, and leave. But with those Zelda ideas, you can give the player reason to return. Link to the Past only had one town, but it always had reasons to keep you coming back.

Another good idea is a "growing town" used in some games. In Dragon Age 3, you build a castle and fill it with people over time. In Metal Gear Solid V, you build the Motherbase and fill it with soldiers you capture, and build structures on to it, and it acts as a "hub" of sorts.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7382
missed the point

followed up with brain shit
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Craze
And then we have a game like Final Fantasy 12, which only has a few towns but each one is gorgeous, complex, and has a wide variety of shops and bazaars and hunt-related characters and running around yelling you're Basch and etc. That's a lot of effort for lots of positive player experience.

Care to elaborate on what these towns did in this game? I haven't played this game, so I can' tell whether the "hunt-related characters and running around yelling..." was purposeful and complimented the narrative or just fluff.

The way to get players to care about towns is to actually add things that give them incentive to stay there and interact with their environment. This doesn't mean "side-quests" mind you, but rather keeping your narrative intact and actually assisting the player with the core gameplay. Nothing's worse than NPCs who blurt random nonsense that is completely detached from the world around them or what's going on, it makes an area built for interacting feel like a giant waste of time.



This is a great vid on just on how RPGs began and particularly how the game Dragon Quest revolutionized RPGs at the time. Go to around 23:10 for where he talks about the game's writing and towns. NPCs actually helped in advancing the gameplay and everything was very purposeful.
Isrieri
"My father told me this would happen."
6155
author=Ratty524
The way to get players to care about towns is to actually add things that give them incentive to stay there and interact with their environment.

The towns in Earthbound were good examples of this idea. For one thing, they weren't like your traditional 'rest-stop' towns in RPGs. But were a part of the world at large. What made them special was that there was stuff to do in them and had little features that made them lively and memorable. To an extent I think that's what Craze is talking about when he mentions FF12 since a lot of the story's narrative has Rabanastre in the limelight front and center. There was also the underground slum part of the city that gave it another aesthetic layer (and a really groovy music track). But even then it didn't feel like a living place for me personally. That's cuz it didn't capture my imagination and I could tell that all the people walking were just NPCs. The fact that there were so many of them I didn't have the time or inclination to talk to them all were another big part of it.

And I think that's the secret. If you want players to hang around your towns, you have to make every NPC worth talking to or checking out. If you don't, then you shouldn't have that NPC there. The actual look of the town be damned. Its the people who are in it, the stuff you can do, and the level of exploration that makes them fun to be around and to stick in your memory. If I visit a town, I don't want to look at it, I want to feel like I'm there.

The thing with Final Fantasy (especially the fourth one) is that the towns don't often have any features were you can go "Oh, that was the town with this thing or where that thing happened." that wasn't attributed to a character or some part of the overall story at large. Good towns will have some kind of feature, interesting dialogue, events that happen, dungeons located nearby, or anything that allows players to interact with the town in a way that is specific to the town itself. If you just have gear shops or people who spout out tips for other regions of the world, then that puts focus on the dungeons or the outside world or anyplace other than the town you're currently in.
Deltree
doesn't live here anymore
4556
Maybe it's because I'm a big impatient gorilla, but I hate RPG towns, and never explore them beyond locating the weapon/armor/item signs out front of their respective shops and remembering them for later. I dread large towns, and I especially dread having to locate a specific trigger point or NPC to advance the plot. I admire FF12's sense of aesthetics and liveliness, but I'd rather cut off an arm than actually play that game again.

Design-wise, if I'm forced to make a town, it's always a small vertical slice that fits into a screen or two, tops - give a feel for the inhabitants, the local customs and culture, and the color palette/mood/environment. An RPG town is rarely going to even come close to the scale of a "real" town, so concentrating the relevant bits and leaving the rest to the player's imagination is respectful to the player's time and cuts down on the development cost, both.

The only non-MMO RPG I can think of where I actually explored entire towns is Star Ocean 2, and the only reason for that was to pickpocket every single NPC. Sure, it might be a pretty lame meta-goal, but it did get me to take the scenic route, as it were.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Here's a clever way to get a big town with a lot less effort: when a dungeon is cleared, remove the enemies from it and turn it into a peaceful town area.

You could theoretically do this for every dungeon, or you could do it for every third or fourth dungeon but make 100% of the towns appear this way, or you could do it just once.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7382
author=LockeZ
Here's a clever way to get a big town with a lot less effort: when a dungeon is cleared, remove the enemies from it and turn it into a peaceful town area.

You could theoretically do this for every dungeon, or you could do it for every third or fourth dungeon but make 100% of the towns appear this way, or you could do it just once.


That's... actually pretty clever. Good on ya.
Craze
i bet she's a diva with a potion popping problem
14980
hey corf, as i said multiple times, i'm talking as a solo dev who wants to finish things. it's nice that you like to show around your rtp dragongame a lot but not everybody has that tenacity (insanity?) for a hobby. that's why i ask.

lockez, i really like that idea, even if it only happens once or twice.

Isrieri
Good towns will have some kind of feature, interesting dialogue, events that happen, dungeons located nearby, or anything that allows players to interact with the town in a way that is specific to the town itself. If you just have gear shops or people who spout out tips for other regions of the world, then that puts focus on the dungeons or the outside world or anyplace other than the town you're currently in.


I like this. What were your favorites in some well-known-enough-to-discuss games?
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7382
more brain shit
I recently replayed Dragon Quest 4 (DS variant), and it stands out as having excellent towns. DQ4 is a game that usually doesn't just feed you your objectives through unavoidable cutscenes, so towns are always important for sleuthing clues. NPCs have different dialogue for nearly every scenario flag that's set, which encourages you to revisit them all. Not sure where to start for the next piece of legendary armor? Don't worry, an NPC will mention rumors of activity in another town. There are lots of secrets in town, and some of them are only accessible at specific times of day, giving you more incentive to return to town at the opportune hour.

I disagree that FF12 has good towns. The only reason you spend so much time in them is to go back to the quest board. They have very low interactivity value.
LouisCyphre
can't make a bad game if you don't finish any games
4523
This is pretty much in concert with the rest of the thread, but I'm of the opinion that towns exist first and foremost to serve up NPCs for the player to interact with. If your innkeep has something to say about each plot event, and your market is full of interesting merchants conspiring against one another, and the guards have worthwhile observations that they've dreampt up from their long, peaceful shifts, then you've already won half the battle. I think it's best to plan out what interactions you want in your town, and THEN go about planning your layout, so as to best guide your player passed each one. Perhaps tuck a few in harder-to-reach places, for the explorers to enjoy.

Further, I-

author=Corfaisus

...Hold on, what?

Things in your game you didn't make:
  • The engine.
  • The tiles.
  • The music.
  • Hell, we'll be succinct. Not a single resource used by the game.

You chose to forego the process of spriting hundreds of tiles. You decided against composing a list of MIDIs. Your battle mechanics are decided for you thirteen years in advance. You've made these decisions to skip the parts of game development where you are unskilled, so you can focus your efforts elsewhere.

The whole point of these pre-made, free-to-use assets is to lighten the workload of the solo developer. The whole point of this thread is to swap ideas on how to streamline your workflow to be more efficient. To increase the amount of quality and quantity you get from each hour at your desk. This has somehow escaped you, because you're too wildly eager to jump down people's throats for a chance to put yourself above them in some imaginary pecking order.

author=Corfaisus
Or you could, I dunno, try and improve your craft.
Your argument is that you shouldn't improve your efficiency; you should sit at the grindstone and mindlessly piece together towns the way Nessy would paint her portraits, or the way I would optimize my code. You're advocating the exact opposite of this quote. Premade resources are what allow us to each ply our crafts.

I hope you can go back to the opening post and re-read it without the puke-tinted shades. Craze's premise is right in the center of his post, in big bold letters. "So, how do you get the best ratio of effort to player experience out of your towns?" Address his post, not your own dramaticized, invented version of it, and do so with a thoughtful response that shows you care about the quality and timeliness of your game.

Or, preferably, do not post at all.
Craze
i bet she's a diva with a potion popping problem
14980
Jude
I recently replayed Dragon Quest 4 (DS variant), and it stands out as having excellent towns. DQ4 is a game that usually doesn't just feed you your objectives through unavoidable cutscenes, so towns are always important for sleuthing clues. NPCs have different dialogue for nearly every scenario flag that's set, which encourages you to revisit them all. Not sure where to start for the next piece of legendary armor? Don't worry, an NPC will mention rumors of activity in another town. There are lots of secrets in town, and some of them are only accessible at specific times of day, giving you more incentive to return to town at the opportune hour.

I disagree that FF12 has good towns. The only reason you spend so much time in them is to go back to the quest board. They have very low interactivity value.


I think that you hit something important, Jude -- the game is designed around towns being a useful and important part of the game, since you're right, there are almost no cutscenes. I haven't played 5/6/7 (I KNOW SACRILEGE) but 3/4/8/9 did pretty good jobs at having interesting, relevant towns (8 somewhat less so since it actually was almost too cutscene-heavy, and Picken or w/e was horirble to navigate through).

I really enjoyed milling about FF12's towns but to each his own. I wouldn't say they're objectively the best, no, but for the era they felt dense and had lots of people to talk to and some layouts that were, again, uncommon for the era.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I absolutely hated most of FF12's towns. Especially Rabanastre. Fuck any town that tries to get me to stay there and do errands instead of continuing to pursue some sort of conflict. And fuck any town big enough that it needs a tram system.

I don't dislike the way traditional JRPG towns work, where you just go in and talk to seven people and shop for new weapons and armor. It bothers me when seven people and a couple shops are laid out in Dragon Warrior fashion as though they were an entire city, though, just from an aesthetic standpoint. But I am completely happy - overjoyed, even - if that's all there is to do but the locale is more interesting/relevant.

My #1 goal in any town is to leave it.
Marrend
Guardian of the Description Thread
21069
What I found most interesting about the towns in FF12 is that not all the NPCs were interactible. At least, that's how I remember it. It's certainly been a while since I've played it.

I don't know if something like this has been mentioned, but, I've been playing Suikoden 2, so, perhaps my thinking is a bit skewed in that direction. Not that there aren't towns in that series, but, having a place with which you base your operations in that improves itself with recruits over time might be a thing to consider.
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