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Nations and Populations
We're probably on completely different wavelengths again. At least we agreed on something before going perpendicular again 

Nations and Populations
It doesn't matter who did the steamrolling. Whatever authorative body there was before ShinRa took the reigns from them after they colonized the CostaDeSol continent.
Its all from the same horrible source as fanfiction but it is one explanation that does make some logical sense IMO. As long as the premise is canon (or at least not-canon) it is a possibility of why there aren't any ancient structures.
Why am I writing borderline FF7 fanfiction?
Clest: Following that minor infrastructure is invisible, there should be some sort of port near Rocket Town. The ship's components could be built in Junon and shipped to that port for transport to Rocket Town for assembly. The port isn't important since you get the Tiny Bronco right after Rocket Town and you don't need a ship anymore (well you can't go to Jidoor with the Tiny Bronco I suppose).
Its all from the same horrible source as fanfiction but it is one explanation that does make some logical sense IMO. As long as the premise is canon (or at least not-canon) it is a possibility of why there aren't any ancient structures.
Why am I writing borderline FF7 fanfiction?
Clest: Following that minor infrastructure is invisible, there should be some sort of port near Rocket Town. The ship's components could be built in Junon and shipped to that port for transport to Rocket Town for assembly. The port isn't important since you get the Tiny Bronco right after Rocket Town and you don't need a ship anymore (well you can't go to Jidoor with the Tiny Bronco I suppose).
Nations and Populations
author=Feldschlacht IV link=topic=2377.msg41764#msg41764 date=1225776722
YOU HAVE A POINT GRS BUT ONCE AGAIN YOU'RE THINKING TOO HARD ABOUT IT ESPECIALLY CONSIDERING IT'S A 15 YEAR OLD VIDEO GAME
Don't get me wrong, you make a LOT of sense, but just because the party took a weird way through a cave doesn't mean that 'WHOOPS NO OTHER INFRASTRUCTURE EXISTS EITHER LOL'. I mean it's kinda weird but no need to take the absolutism path either. You know what I mean?
I agree there isn't much point to showing all the small stuff besides burning valuable manhours away, but not showing stuff like roads instead of throwing it under the "imagine its there because logic" blanket is what bugs me. They don't take much to implement but it would help out a lot. Chrono Trigger with its roads felt more like a real world than most pre-FF10 games ever did. It even had a pier and a ship you could ride that served no purpose in the entire game.
author=Feldschlacht IV link=topic=2377.msg41767#msg41767 date=1225777240Work with what you've got. There doesn't seem to be any traces of an older civilization in most of the world so odds are the civilization inhabiting most of the world wasn't that advanced. Think of the Midgar continent as Europe, Costa de Sol as New World North America, and Wutai as Japan. The big established Midgar empires (focused in Junon and Midgar) set off to find new lands with their fancy colonial technology and found the Costa De Sol continent filled with backwards nomads with no standing civilization. Commense aggresive colonization to seize the new lands from the nomads, Midgar empires take foot but make sure their colonies don't expand to become completely self sustaining. This way the ancient capitals are Midgar and Junon (demolished for renovations with new technology), the Costa De Sol never had any ancient capitals or empires, just a lot of nomadic people. Is there any strucutures left of the various NA tribes like the Huron or Cherowkee tribes? No, they never had any so there was nothing to be left behind.author=Clest link=topic=2377.msg41765#msg41765 date=1225776875
Also if you can assume things like that, how can you not assume that there are castle or old capital ruins in FF7 which were just not shown on the world map?
The game world didn't do a good job of implying they were there. I don't have to be shown something directly to believe it's there if it's implied.
Nations and Populations
author=Feldschlacht IV link=topic=2377.msg41715#msg41715 date=1225769542That's passing the responsibility of world building to the audience. So if you're supposed to assume there's all this infrastructure thats invisible to the audience but it should logically be there, why isn't it ever used? Figaro Castle to South Figaro. Why would you ever take the land route? Its through a cave that's filled with nasty critters and even if it was empty its still narrow and progress would be slow carrying a lot of goods and dealing with two way traffic. Its basically a rediculous land route but if there's all this implied infrastructure, it wouldn't be a problem! Figaro Castle is close to the ocean, and the cave between South \Figaro\ Castle is pretty much a stone's throw away. Ocean travel is also faster than land travel in almost every way and weather conditions are half the problem since all it takes to get a ship from one Figaro to the other would be a coastal route.
Don't get me wrong, I agree that a sense of nationality and population should be better implied in RPGs, but I'm not going to arrive to the default conclusion of 'well I don't see it so it's not there' route.
So logically there should be a pier that has a direct land connection with Figaro Castle. If there was a pier there, traffic between the two plot important cities of Figaro would be much quicker and far more efficient than what's already there. However the pier that should exist is never mentioned by the party who decide to take the slow route via some cave. If the party went to the pier, they'd even have the protection of the Figaro Navy (which would logically exist as Figaro should be a maritime power due to the logical existance of the aforementioned pier). I doubt the Imperial Navy would be able to stop them unless they were informed of Figaro's betrayal and prepared in advance to fight against Figaro's capital's fleet. The party should logically have headed to the pier to get to South Figaro and that much closer to the Returner's HQ in less time. That makes it an important plot location (more than Maranda), and therefore it should be a place the player can see and go to.
So why doesn't the Pier exist? Because how the world works was tossed aside and given to the player to assume everything. Its much easier to see a huge uncovered hole than it is to see one filled with something and given a neat cover. Its still there and it isn't difficult to notice but its a hell of a lot better than absolutely nothing and pretending it isn't a problem.
This pier problem is in a lot of RPGs. The city should have a pier because it isn't 2000 BC so the player should be able to use it to get around instead of going through caves. Dismissing it for gameplay issues means the world is set up in a way that isn't logical and then you can't logically assume what is there and what isn't because the world conforms to the whims of the designers instead of logical consequence.
:The Game Making Drive/Blog Topic
I forgot to post today's progress!
Nothing. It was a write off. Started a map but its impossible to concentrate today thanks to house renovations. Fuck.
Nothing. It was a write off. Started a map but its impossible to concentrate today thanks to house renovations. Fuck.
Nations and Populations
Or this
I don't get this topic so I'll bugger off now and leave my fail interpretations in hide tags for no-walls-of-bad-text sake.
Its tl;dr is one explanation of how RPG governments work is silly. It does have a fair number of assumptions which I never mentioned so that didn't help with what I write when running on low sleep.
Assumptions:
Your average RPG Kingdom/Empire is an autocracy: One person rules all. Nobles and other people with authorative power seem to be in short supply so the most likely government type is an autocracy/despotic monarchy. There's the odd republic with a council here and there, and I think there's a Count in FF12 which is the only nobleman I can name off the top of my head without going into Suikoden territory. The most common government of medieval Europe was Feudal Monarchies (I believe, no source) which isn't possible under autocracies.
The average RPG cities don't have any sort of government or authorative figure. This leads to wondering if 90% of cities are sovereign city-states or subject to a kingdom/empire. If they are all city-states then most of my points are moot (although then they all seem to be ran by anarchy and how the cities are stable or aren't under immediate threat is a mystery) but if they're subjects to a kingdom/empire then the lack of an authorative figure means there isn't anyone to enforce or implement the government's decisions. So these cities are probably largely autonomous (which leads back to the problem of how) from the autocrat's control so the kingdom/empire would be largely decentralized. City follows the autocrat's guiding principles and sends them tax and in return the autocrat defends the city. There's always the Holy Roman Empire way, I believe the members of the HRE were all sovereign while being part of an empire.
The more I think about it the more I believe the correct explanation to how common RPG cities are ran is
and is worth just handwaving away as "they work by magic".
There is no infrastructure. There are no roads. There are very few docks. There are an abundance of huge maze-like caves between cities. How kingdoms/empires that span cities like these is beyond me. Communication and transportation between these cities would be slow, inefficient, and very dangerous (especially considering how weak some soldiers are). Transporting taxes from subject to master would be very expensive and considering how autonomous the subjects would be who knows how much tax would even be collected. This probably strengthens that most of the cities are sovereign since most empires would be a rediculous waste of money and manpower.
These assumptions are pretty simple ones. I don't know everything (or even a lot) of how governments run besides simplified versions of the real deal. Someone who has actually studied government systems is far more qualified than I am to talk about this stuff. Its just a bad explanation of how RPG governments work / they don't.
edit:
For my own game, I'm trying to create the world in a believable manner. Kingdoms that could actually exist with the proper levels of infrastructure (like roads between cities) with infrastrucutre proportional to the distance from the frontiers. The various nation-states will have defined political systems with the nessecities available for the player (hopefully enough so at a glance it appears functional without trying to drown the player in
). As a result I already have a mess of characters with little characterization but several of them have almost no role in the plot so I'm going to pretend I can get away with it.
Assumptions:
Your average RPG Kingdom/Empire is an autocracy: One person rules all. Nobles and other people with authorative power seem to be in short supply so the most likely government type is an autocracy/despotic monarchy. There's the odd republic with a council here and there, and I think there's a Count in FF12 which is the only nobleman I can name off the top of my head without going into Suikoden territory. The most common government of medieval Europe was Feudal Monarchies (I believe, no source) which isn't possible under autocracies.
The average RPG cities don't have any sort of government or authorative figure. This leads to wondering if 90% of cities are sovereign city-states or subject to a kingdom/empire. If they are all city-states then most of my points are moot (although then they all seem to be ran by anarchy and how the cities are stable or aren't under immediate threat is a mystery) but if they're subjects to a kingdom/empire then the lack of an authorative figure means there isn't anyone to enforce or implement the government's decisions. So these cities are probably largely autonomous (which leads back to the problem of how) from the autocrat's control so the kingdom/empire would be largely decentralized. City follows the autocrat's guiding principles and sends them tax and in return the autocrat defends the city. There's always the Holy Roman Empire way, I believe the members of the HRE were all sovereign while being part of an empire.
The more I think about it the more I believe the correct explanation to how common RPG cities are ran is

There is no infrastructure. There are no roads. There are very few docks. There are an abundance of huge maze-like caves between cities. How kingdoms/empires that span cities like these is beyond me. Communication and transportation between these cities would be slow, inefficient, and very dangerous (especially considering how weak some soldiers are). Transporting taxes from subject to master would be very expensive and considering how autonomous the subjects would be who knows how much tax would even be collected. This probably strengthens that most of the cities are sovereign since most empires would be a rediculous waste of money and manpower.
These assumptions are pretty simple ones. I don't know everything (or even a lot) of how governments run besides simplified versions of the real deal. Someone who has actually studied government systems is far more qualified than I am to talk about this stuff. Its just a bad explanation of how RPG governments work / they don't.
edit:
For my own game, I'm trying to create the world in a believable manner. Kingdoms that could actually exist with the proper levels of infrastructure (like roads between cities) with infrastrucutre proportional to the distance from the frontiers. The various nation-states will have defined political systems with the nessecities available for the player (hopefully enough so at a glance it appears functional without trying to drown the player in

I don't get this topic so I'll bugger off now and leave my fail interpretations in hide tags for no-walls-of-bad-text sake.
Top Topic 53: Spooky Edition: Favorite Monsters
Prussia/Germany!
Somebody needs to stand up to that jerk France and Germany is the perfect monster to do it.
Somebody needs to stand up to that jerk France and Germany is the perfect monster to do it.
Nations and Populations
Don't read this
RPG Kingdoms/Empires just have incredibly decentralized autocracies. You have the one castle where the King hangs out and all those other cities are subjects to the King but since the heroes have a monopoly on any sort of transportation and due to the complete lack of any sort of infrastructure the subjects of the empire are pretty much self-autonomous city-states in all but name. They follow general principles of the autocrat like no authorative figure (Feudalism? What's that?) and there's probably some tax but due to the lack of infrastructure, monsters being everywhere, the decentralized system and lack of control, and that the level of guards range from 1/8th to 27 (and are usually only on par with the local monsters) makes it difficult for any tax collection and transportation to take place unhindered. The only thing stopping these almost-city-states from proclaming independence is the capital's 4:1 soldiers:everyfuckingbodyelse ratio and their ability to use plot transportation (or a hidden fleet of ships/airships/flyingdragons).
The reason why this form of government works at all is the same reason why everything else inRPGs video games works the way they do.
RPG Kingdoms/Empires just have incredibly decentralized autocracies. You have the one castle where the King hangs out and all those other cities are subjects to the King but since the heroes have a monopoly on any sort of transportation and due to the complete lack of any sort of infrastructure the subjects of the empire are pretty much self-autonomous city-states in all but name. They follow general principles of the autocrat like no authorative figure (Feudalism? What's that?) and there's probably some tax but due to the lack of infrastructure, monsters being everywhere, the decentralized system and lack of control, and that the level of guards range from 1/8th to 27 (and are usually only on par with the local monsters) makes it difficult for any tax collection and transportation to take place unhindered. The only thing stopping these almost-city-states from proclaming independence is the capital's 4:1 soldiers:everyfuckingbodyelse ratio and their ability to use plot transportation (or a hidden fleet of ships/airships/flyingdragons).
The reason why this form of government works at all is the same reason why everything else in
Mirror's Edge demo is out.
My bad, I got publishers mixed up. I think EA has actually been improving recently (well, in a EA-ish way). I was thinking of Activision who published some Vampire Mask game that was buggy to all hell, released a patch or two that still resulted in a buggy to hell game, then dropped it.
[Simple] How to display numbers with script~
Didn't think of that, the game is probably trying to save the disposed sprite since it got tied to an event. Try setting the sprite variable to nil after you dispose it.
Example:
@sprite = Sprite.Shownumber(10, 10 10)
*insert event stuff here*
@sprite.dispose
@sprite = nil
That's kind of fustrating. I wish I had a better solution :|
Example:
@sprite = Sprite.Shownumber(10, 10 10)
*insert event stuff here*
@sprite.dispose
@sprite = nil
That's kind of fustrating. I wish I had a better solution :|














