SETTINGS AND ENVIRONMENTS, AND PLACES.
Posts
post=136435
@MOG:
I always try to write what I don't know. I grew up in Toronto, and although I'm not in the downtown core (I work there now) the city is very similar to New York on a smaller scale (bigger than Pittsburgh, though!). I find, though, more rural areas interest me. Maybe it's because I'm suffering from a bit of future shock, but I've always been obsessed with -punk genres, especially Steampunk and Apocalypunk (which is a word I just made up now but you understand what I mean), mostly because they have a very 'hands on' feel as opposed to this world of computers where there isn't all that much you can build from pieces you have lying around.
I'm always more interested in rolling hills than conurbations. I know enough about them that, I hope, my work doesn't suffer, but they've always captured my imagination.
Sorry for the late reply, I actually wanted to reply to this a lot sooner.
I also love writing what I don't know, as it's very imaginative for obvious reasons! Seeing as the modicum is RPGs, that's pretty easy as I don't foresee me getting lost in a desert, getting trapped in a city under siege, or lost in a monster infested sewer or whatevs. I especially like applying real world feelings and impressions to such places as well, and I admire RPGs that manage to that, such as Xenogears or FFVII.
Like you said, I also really like Steampunk and other genres where technology and industry is 'put together' as opposed to SUPER EFFICIENT SUPERCOMPUTERS (although I have nothing against that genre, see; Mass Effect) It really gives the world the feel of 'we built it with our own hands' as opposed to everything being uniform.
If that makes sense.
I love that this is the Zozo Topic since that place was wicked cool. That entire game got me on the design path of 'every location needs a style'.
post=137075
lost in a monster infested sewer
I dare anyone to point out one time an RPG sewer dungeon has been a positive contribution to the game experience
post=137082post=137075I dare anyone to point out one time an RPG sewer dungeon has been a positive contribution to the game experience
lost in a monster infested sewer
I liked Koorong's sewers in Saga Frontier. It was interesting because it really added to the dark and congested feel to the entire town. With half of the city being inhabited and bright, yet still dark and shady, and the other half full of backalleys and defunct buildings, going into the sewer in one end and seeing what end you'll come back out of was pretty interesting. It was also interesting to the setting and feel of the place when you even found underground black market weapon stores in the sewers.
And don't forget about the one sewer exit that led you to an underground cave with a fucking giant rune inscribed on the ground.
post=137082
I dare anyone to point out one time an RPG sewer dungeon has been a positive contribution to the game experience
sewer goblet
post=137082post=137075I dare anyone to point out one time an RPG sewer dungeon has been a positive contribution to the game experience
lost in a monster infested sewer
Eternal Sonata was not a very good game but the sewers near the beginning gave me a whole new perspective on the role and style of an area (they were very bright and colourful, despite being SEWERS).
They challenged my brain to think outside the trope.
post=137084
Chrono Trigger, in the future where making a sound would trigger battles. That was neat.
This is a very good point. Save poiiiiiiiiint *shakes fist*
The most recent example of absolutely stunning environments for me was The Last Remnant for the PC, which is a bit of an irrelevant point since it accomplished that on graphical power as much as setting (colorful, detailed and vivid!) design. There are lots of goodies in older games too, need to reflect and rack my brain for those.


















