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VILLAGES, TOWNS, AND CITIES.

Posts

Ya I dont like towns that have boring NPC's I like towns to be realistic and no worthless buildings!
I think that worst case scenario, your towns should be at least tolerable. If they become an actual burden to the player (either because of navigation, or complete uselessness) then you're doing something wrong.

Suikoden I & II always made me feel really connected to the towns for a few reasons:
-Because you can potentially have 108 characters, every time you enter a new town, there is the prospect of multiple new recruits, and you have to figure out ways to convince them to join you.
-Depending on the current game events, the dialogue and NPC's change entirely.
-Many NPC's provided sidequests or info about hidden items.
-Political/social relations with other regions and other towns are reflected in the dialogue and ways that the NPC's behave.

I think the ability of those games to make me actually ENJOY and LOOK FORWARD to towns/cities was always really inspiring.
Because of the way my world map is, I'm thinking of making towns that are alot like the Toad Houses in SMB3 in where you go in, get your stuff and get out. You don't even enter any maps, a menu with the shops, bars, ect. opens just like FFT.

I mean, if you're not going to make a living breathing town, why even bother? I'm sure some people might miss the mini stories and funny dialog inside the towns though.
tardis
is it too late for ironhide facepalm
308
post=44958
Nothing needs sewer dungeons. Ever.
EVER.

And in the interest of making this post a little less useless, my thoughts.

In my current project, the entire first demo revolves around the hub town. There are no filler buildings, and every NPC is an important character. More importantly, there are no shops. Shops are one of my biggest trope-related peeves in gaming- in a realistic, even fantasy, setting, where are you going to find a guy who spends his life, 24 hours a day, 7 days a week behind a counter, just waiting for the opportunity, nay the privilege, to sell you 3 potions and a map of the town?
Due to this, my town incorporates all of zero(0) shops. The only remotely shop-like building in the whole town is the local watering hole, where the inhabitants gather after a long day of work. The local pub is one of the most important buildings in town- as much of the game is driven by dialogue and building relations with NPCs.
post=92927
where are you going to find a guy who spends his life, 24 hours a day, 7 days a week behind a counter, just waiting for the opportunity, nay the privilege, to sell you 3 potions and a map of the town?


wait what

i thought dem ppls in amerikanland had walmart
LouisCyphre
can't make a bad game if you don't finish any games
4523
post=92927
just waiting for the opportunity, nay the privilege, to sell you 3 potions and a map of the town?
I'm just that good.
If you're going for realism you can have people work in shifts (which is what I'm doing for my game).

After all it makes sense for towns to have some kind of economy.

Edit: As an added note, it helps a lot to have other NPCs actually use the shops as well.
While realism is to some degree important, making a game too realistic is definitely a waste of time. Yes, it would be more "realistic" to have a shop that isn't open 24/7, has different workers at different shifts, etc. etc. But I really question whether adding these things to a game adds anything to the immersion? If your whole game takes place in one town, then sure, maybe. But if you have multiple locations in a game, minor details like these will mostly go overlooked by the player.

I mean c'mon, in a game where you use magic spells, shoot up monsters, fight ghosts, save the world, etc., the realism of the work shifts at a shop in Town X isn't going to be the thing that makes the player go "HAY, THAT AIN'T REALISTIC!"
tardis
is it too late for ironhide facepalm
308
post=93097
fight ghosts


It's official, someone has to make Ghostbusters: The RPG.
I've always been fond of towns that have some kind of major quest within the town itself. Like if anyone's played Super Mario RPG, if you remember when you go to the Mushroom Kingdom and the town is taken over by Mack and his Shyguys, you have to beat Mack before you can access the town again. I like those kinds of scenarios... they make the town more than just a pit stop, and plus, I think they happen to make nice plot devices. =3
post=93106
post=93097
fight ghosts
It's official, someone has to make Ghostbusters: The RPG.

on it

EDIT

gotta make a bill murray sprite
tardis
is it too late for ironhide facepalm
308
post=93129
post=93106
post=93097
fight ghosts
It's official, someone has to make Ghostbusters: The RPG.
on it

EDIT

gotta make a bill murray sprite


If this turns into serious business, I want in on this sweet sweet ectoplasmic action.
Craze
why would i heal when i could equip a morningstar
15170
I hate designing towns. Period. I hate filler NPC dialogue, I hate making useless exploration, I hate all towns outside of DQVIII's areas.

My solution is to either eliminate towns or create hubs. No filler areas, just DO YOU WANT TO ENTER SHOP A, B, C OR LEAVE types of deals.

I f-$^T--***- hate towns.
post=93162
I hate designing towns. Period. I hate filler NPC dialogue, I hate making useless exploration, I hate all towns outside of DQVIII's areas.

Ugh, YES. This is why I'm only having 1 medium town, 3 small towns, and then all the rest are get in get out 1-2 house deals.

If I ever make anything else I'm just having one hub town.
If you're absolutely in need of a place to shop, take the KH2 approach and have a little stick poking out of the ground that holds infinite items that you can purchase by throwing munny at it.

IT JUST WORKS.

/usless post

I agree with the idea that towns are useless. Players don't (and this is a fat generalization) play games to visit with imaginary friends and socialize, they play video games to OWN SOME MONSTERS AND TAKE SOME NAMES. As for shopping, I can always do without. Especially in a case like KH (yeah I've been playing through them) where you never ever ever even need to shop due to an overabundance of items.

There's my two gil.
post=93131
post=93129
post=93106
post=93097
fight ghosts
It's official, someone has to make Ghostbusters: The RPG.
on it

EDIT

gotta make a bill murray sprite
If this turns into serious business, I want in on this sweet sweet ectoplasmic action.


Make that three. You don't have to use the people from the movie, it could just be a game where you play as any ghostbusters like it's a service- but hey it sounds fun either way to me.
post=93325
Make that three. You don't have to use the people from the movie, it could just be a game where you play as any ghostbusters like it's a service- but hey it sounds fun either way to me.


BILL

MURRAY

IS

THE

GHOSTBUSTER
tardis
is it too late for ironhide facepalm
308
post=93358
post=93325
Make that three. You don't have to use the people from the movie, it could just be a game where you play as any ghostbusters like it's a service- but hey it sounds fun either way to me.
BILL

MURRAY

IS

THE

GHOSTBUSTER


But what about Winston Zeddemore? WHERE IS THE LOVE?
"I've seen shit that would turn you white"
Has this approach ever been used before in an RPG? Instead of stores, the towns have a lot of houses with artisan families, each with something different to sell. This would work even better in an RPG with item creation or bartering.

It could also make writing town NPC dialogue much easier, as the family members could talk about what they know best: cooking, smithing, leathercraft, etc.