History Main / ThrivingGhostTown

21st Jun '17 4:50:24 PM FGHIK
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Some games {{handwave}} this by implying the town is much larger via expansive background images; our heroes, for whatever reason, are [[GatelessGhetto only visiting a small portion of it.]] Some modern games try to slightly avert this by adding numbers of [[FacelessMasses non-interactable]] pedestrians into city scenes, or buildings that the player cannot enter to give the ''illusion'' of a larger populace and settlement.

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Some games {{handwave}} this by implying the town is much larger via expansive background images; our heroes, for whatever reason, are [[GatelessGhetto only visiting a small portion of it.]] Some modern games try to slightly avert this by adding numbers of [[FacelessMasses generic or non-interactable]] pedestrians into city scenes, or buildings that the player cannot enter to give the ''illusion'' of a larger populace and settlement.
20th May '17 12:04:16 PM nombretomado
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* Several of the later ''Franchise/{{Ultima}}'' games, ''VideoGame/UltimaVII'' in particular, have towns larger than the norm, where every NPC has a home they return to at night. Still, even the capital city of Britain has a population of fifty or so. ''The entire game'' clocks in at slightly over 100.

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* Several of the later ''Franchise/{{Ultima}}'' ''VideoGame/{{Ultima}}'' games, ''VideoGame/UltimaVII'' in particular, have towns larger than the norm, where every NPC has a home they return to at night. Still, even the capital city of Britain has a population of fifty or so. ''The entire game'' clocks in at slightly over 100.
30th Apr '17 2:26:39 PM nombretomado
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** ''VideoGame/HometownStory'' downplays this. The town clocks at 100 inhabitants at OneHundredPercentCompletion, and has the same set of businesses as the ''HarvestMoon'' games, but somehow manages to make a living for not only one but ''two'' blacksmith shops, one of which is run by a pair of twins.

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** ''VideoGame/HometownStory'' downplays this. The town clocks at 100 inhabitants at OneHundredPercentCompletion, and has the same set of businesses as the ''HarvestMoon'' ''VideoGame/HarvestMoon'' games, but somehow manages to make a living for not only one but ''two'' blacksmith shops, one of which is run by a pair of twins.
21st Apr '17 4:26:55 AM zaqq
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A typical town the heroes find themselves in usually consists of the following; a [[TraumaInn Inn]], a weapons/armor shop (the true metropolis may have a separate shop for each), an "item" shop, a specialty shop relating to the game's [[FunctionalMagic magic system]], and no more than three houses. In extreme examples, [[OnlyShopInTown only one shop of any kind is seen]], and it [[AnEconomyIsYou only stocks items relevant to gameplay]]. With the exception of those {{NPC}}s living in those houses, the entire remainder of the population is apparently homeless; some {{NPC}}s seem to exist for the sole purpose of standing in a specific location and [[WelcomeToCorneria talking to passers-by.]]

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A typical town the heroes find themselves in usually consists of the following; a an [[TraumaInn Inn]], a weapons/armor shop (the true metropolis may have a separate shop for each), an "item" shop, a specialty shop relating to the game's [[FunctionalMagic magic system]], and no more than three houses. In extreme examples, [[OnlyShopInTown only one shop of any kind is seen]], and it [[AnEconomyIsYou only stocks items relevant to gameplay]]. With the exception of those {{NPC}}s living in those houses, the entire remainder of the population is apparently homeless; some {{NPC}}s seem to exist for the sole purpose of standing in a specific location and [[WelcomeToCorneria talking to passers-by.]]
21st Apr '17 4:25:30 AM zaqq
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** Santuary, the Crimson Raiders' home base and last bastion of resistance against Hyperion, has maybe thirty-five inhabitants, maybe a third of which are plot important and not just generic [=NPCs=].

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** Santuary, Sanctuary, the Crimson Raiders' home base and last bastion of resistance against Hyperion, has maybe thirty-five inhabitants, maybe a third of which are plot important and not just generic [=NPCs=].
18th Apr '17 5:27:36 PM morenohijazo
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* In ''VideoGame/{{Terraria}}'', a world can have a maximum of twenty-two friendly {{NPC}}s (twenty-three during the Christmas season). Although Terraria requires each of these [=NPC=]s to have a home to live in (and thus would constitute a small Thriving Ghost Town if a player built an actual ''house'' for each NPC), a "home" can be as simple as a room in a much larger structure, so it's more commonplace for players to construct a base or fortress instead of a town.
* The ''Grand Theft Auto'' game series, particularly later ones, are masters at maintaining the illusion of a thriving metropolis but conserving resources. In ''VideoGame/GrandTheftAutoIV'' and ''VideoGame/GrandTheftAutoV'', while there are may be dozens of NPC characters seen walking around a particular area, and just as many vehicles, the number of buildings one can actually enter and interact with (do activities, etc) is actually very small. And while one can interact with NPCs and vehicles - hijacking the cars, attacking, and even in ''GTA V'' speaking to a little - the number of plot relevant NPCs that one can interact with is very small.

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* In ''VideoGame/{{Terraria}}'', a world can have a maximum of twenty-two friendly {{NPC}}s (twenty-three during the Christmas season). Although Terraria requires each of these [=NPC=]s to have a home to live in (and thus would constitute a small Thriving Ghost Town if a player built an actual ''house'' for each NPC), [=NPC=]), a "home" can be as simple as a room in a much larger structure, so it's more commonplace for players to construct a base or fortress instead of a town.
town. Which makes it either mystifying or ''disturbing'' when you wonder where all these zombies are coming from...
* The ''Grand Theft Auto'' ''GrandTheftAuto'' game series, particularly later ones, are masters at maintaining the illusion of a thriving metropolis but conserving resources. In ''VideoGame/GrandTheftAutoIV'' and ''VideoGame/GrandTheftAutoV'', while there are may be dozens of NPC characters seen walking around a particular area, and just as many vehicles, the number of buildings one can actually enter and interact with (do activities, etc) is actually very small. And while one can interact with NPCs and vehicles - hijacking the cars, attacking, and even in ''GTA V'' speaking to a little - the number of plot relevant NPCs that one can interact with is very small.
16th Apr '17 4:41:02 PM skidoo23
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* The ''Grand Theft Auto'' game series, particularly later ones, are masters at maintaining the illusion of a thriving metropolis but conserving resources. In ''VideoGame/GrandTheftAutoIV'' and ''VideoGame/GrandTheftAutoV'', while there are may be dozens of NPC characters seen walking around a particular area, and just as many vehicles, the number of buildings one can actually enter and interact with (do activities, etc) is actually very small. And while one can interact with NPCs and vehicles - hijacking the cars, attacking, and even in ''GTA V'' speaking to a little - the number of plot relevant NPCs that one can interact with is very small.
15th Apr '17 5:55:30 PM AntonF
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** Dungeon town or not, though, The World That Never Was probably has it worst to the point of being creepy. It has a ''huge'' metropolis, with giant skyscrapers that would put Tokyo to shame, ignited by constant electricity that should mean that the city is at least functioning...but no activity other than Heartless and Nobody-slaying is present, nay, the city doesn't even ''have'' a single citizen; all activities are instead centered on a giant floating castle populated by only 13-14 people who are not even normal humans, [[spoiler: that gets slaughtered one by one as the heroes make their way to the top.]] Its first appearance can be forgiven since it's the game's TheVeryDefinitelyFinalDungeon, but when it appears in ''[[VideoGame/KingdomHearts358DaysOver2 358/2 Days]]'', it's treated as a hub, an empty hub, that is. While this can be handwaved by the fact that the world is located close to the Realm of Darkness meaning people come to live there at their own risk, that doesn't answer the question of why the city was built in the first place. Did the Organization XIII construct it, but for what, since the live in the castle anyway? And what's up with the constant electricity?
14th Apr '17 1:07:23 PM Midna
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** Also, while Clock Town in ''VideoGame/TheLegendOfZeldaMajorasMask'' was relatively small, every character had a place to go at night, and you could in fact watch them walk home. This was largely done because of the GroundhogDayLoop mechanic. Justified in that aside from some stubborn business owners and government officials, most of the townsfolk have fled because ''the moon is falling.''
** Continued in ''VideoGame/TheLegendOfZeldaSkywardSword'' with Skyloft. Despite being the sole town in the game and the only remnant of Hylian civilization, it has just over three dozen residents and half as many buildings all together. And even without performing any sidequests, the player will meet nearly every single character during the course of the game.

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** Also, while Clock Town in ''VideoGame/TheLegendOfZeldaMajorasMask'' was is relatively small, every character had has a place to go at night, and you could can in fact watch them walk home. This was is largely done because of the GroundhogDayLoop mechanic. Justified in that aside from some stubborn business owners and government officials, most of the townsfolk have fled because ''the moon is falling.''
** Continued in ''VideoGame/TheLegendOfZeldaSkywardSword'' with Skyloft. Despite being the sole town in the game and the only remnant of Hylian civilization, it has just over three dozen residents and half as many buildings all together.altogether. And even without performing any sidequests, the player will meet nearly every single character during the course of the game.



* ''VideoGame/BatmanArkhamOrigins'' the somewhat old part of Gotham, while in ''[[VideoGame/BatmanArkhamCity City]]'' it was justified as being essentially a prison camp with mostly nothing but criminals. In this game the streets are mostly bare save for the criminals wandering around despite the fact that the area of the city was still thriving at the time (Because it's the middle of the night on Christmas Eve, when few people will be out and about if they can't avoid it, even on years when the city isn't being hit by a massive blizzard).

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* ''VideoGame/BatmanArkhamOrigins'' has the somewhat old part of Gotham, while in ''[[VideoGame/BatmanArkhamCity City]]'' it was it's justified as being essentially a prison camp with mostly nothing but criminals. In this game game, the streets are mostly bare save for the criminals wandering around around, despite the fact that the area of the city was still thriving at the time (Because (because it's the middle of the night on Christmas Eve, when few people will be out and about if they can't can avoid it, even on years when the city isn't being hit by a massive blizzard).



* The old freeware adventure game ''Omega'' had a starting town that was pretty huge by the standards of the time, but the only people you saw on the streets were guards; everyone else was apparently on permanent house arrest.
* ''Quest for Glory'' is predominantly an aversion of the Trope: although the first installment plays it straight, the 2nd, 3rd & 5th games are all bustling metropolises full of townsfolk passing through that have no bearing on your story (and don't speak your language). The 4th game subverts it, as Mordavia is NOT thriving in the least: its isolation & danger have rendered its town stagnant with its population dying. If it seems like there are too many houses in the background, it was a thriving town before it got cut off.

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* The old freeware adventure game ''Omega'' had has a starting town that was is pretty huge by the standards of the its time, but the only people you saw see on the streets were are guards; everyone else was is apparently on permanent house arrest.
* ''Quest for Glory'' is predominantly an aversion of the Trope: trope: although the first installment plays it straight, the 2nd, 3rd 3rd, & 5th games are all bustling metropolises full of townsfolk passing through that have no bearing on your story (and don't speak your language). The 4th game subverts it, as Mordavia is NOT thriving in the least: its isolation & danger have rendered its town stagnant with its population dying. If it seems like there are too many houses in the background, it was a thriving town before it got cut off.



** Blizzard have also improved on this in the later expansions. Vanilla towns tend to only contain quest givers and merchants whereas towns in BC and WOTLK contain tons of flavor characters, sometimes named, just to give the appearance of a populated town. Heading back from Northrend to the old world can make players very aware of this trope. Until, however, ''Cataclysm'' came out and upgraded the towns.

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** Blizzard have has also improved on this in the later expansions. Vanilla towns tend to only contain quest givers and merchants whereas towns in BC ''Burning Crusade'' and WOTLK ''Wrath of the Lich King'' contain tons of flavor characters, sometimes named, just to give the appearance of a populated town. Heading back from Northrend to the old world can make players very aware of this trope. Until, however, ''Cataclysm'' came out and upgraded the towns.



* ''VideoGame/GuildWars'' Zig-zags this. A couple places that are implied to be capitals or important towns actually look really ''really'' small. (Lion's Arch in particular) However, many of them have backgrounds that the player can't really access. ''Factions'' is probably the biggest aversion ever - Kaineng City takes up ''half the continent''. While the Kurzick locations play this straight, it's actually a little more justified with the Luxon areas (Luxons are a bit more nomadic.)
** ''VideoGame/GuildWars2'' averts this, there are hundreds of [=NPC=]s just wandering the city streets that serve no purpose other than ambience, making it feel like it's truly alive. Notably, as well as those who just pass by to add to the atmosphere the cities have many named [=NPC=]s with no relevance to the player's quest who have their own individual designs and topics to discuss- their current crush, their missing brother etc. and you can overhear conversations between [=NPC=]s who have clear cut personalities.
** All of the capital cities are bustling with people, but Divinity's Reach most of all. Understandable since the vast majority of the human population are living there just to be safe from the many threats within their lands (most notably the centaurs).

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* ''VideoGame/GuildWars'' Zig-zags zig-zags this. A couple places that are implied to be capitals or important towns actually look really ''really'' small. (Lion's Arch in particular) However, many of them have backgrounds that the player can't really access. ''Factions'' is probably the biggest aversion ever - Kaineng City takes up ''half the continent''. While the Kurzick locations play this straight, it's actually a little more justified with the Luxon areas (Luxons are a bit more nomadic.)
** ''VideoGame/GuildWars2'' averts this, there this. There are hundreds of [=NPC=]s just wandering the city streets that serve no purpose other than ambience, making it feel like it's truly alive. Notably, as well as those who just pass by to add to the atmosphere the cities have many named [=NPC=]s with no relevance to the player's quest who have their own individual designs and topics to discuss- their current crush, their missing brother etc. brother, etc.- and you can overhear conversations between [=NPC=]s who have clear cut personalities.
** All of the capital cities are bustling with people, but Divinity's Reach most of all. Understandable Understandable, since the vast majority of the human population are living there just to be safe from the many threats within their lands (most notably the centaurs).



** ''VideoGame/PhantasyStarUniverse'' averts the GatelessGhetto with metrorail stations in a number of the visitable cities, even though players can only use them to get to areas of interest. ''PSU'' also attempted to give the impression of many more people walking through the accessible (and background) areas of visitable cities with generic [=NPC=]s wandering aimlessly. However, they were transparent, tinted a random color, and would disappear when approached.

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** ''VideoGame/PhantasyStarUniverse'' averts the GatelessGhetto with metrorail stations in a number of the visitable cities, even though players can only use them to get to areas of interest. ''PSU'' also attempted attempts to give the impression of many more people walking through the accessible (and background) areas of visitable cities with generic [=NPC=]s wandering aimlessly. However, they were are transparent, tinted a random color, and would disappear when approached.



** Likewise, in ''VideoGame/CommandAndConquerRedAlert2'', large cities usually had a (sparse) civilian population spread throughout the city, which for the most part the player couldn't interact with beyond using them as target practice. In multiplayer, Soviets could mind control them with Yuri (and they had unique civilian soundbites when controlled), and wrap them in explosives with Ivan---this even worked on cattle. The expansion pack ''Yuri's Revenge'' expanded the set of mind control units and provided a "grinder" building you could feed them to for resources. Soylent Tank is people.

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** Likewise, in ''VideoGame/CommandAndConquerRedAlert2'', large cities usually had have a (sparse) civilian population spread throughout the city, which for the most part the player couldn't can't interact with beyond using them as target practice. In multiplayer, Soviets could can mind control them with Yuri (and they had have unique civilian soundbites when controlled), and wrap them in explosives with Ivan---this even worked works on cattle. The expansion pack ''Yuri's Revenge'' expanded expands the set of mind control units and provided provides a "grinder" building you could can feed them to for resources. Soylent Tank is people.



** The most recent entry ''VideoGame/TotalWarAttila'' manages to somewhat avert this by putting civilians on siege maps that flee from advancing armies or try to stand and fight. However, city sizes are still fairly small compared to real life, with the exception being a few in-game megalopolises like Constantinople or Rome.

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** The most recent entry ''VideoGame/TotalWarAttila'' manages to somewhat avert this by putting civilians on siege maps that flee from advancing armies or try to stand and fight. However, city sizes are still fairly small compared to real life, with the exception being a few in-game megalopolises like Constantinople or Rome.



* Several of the later ''Franchise/{{Ultima}}'' games, ''VideoGame/UltimaVII'' in particular, had towns larger than the norm, where every NPC had a home they returned to at night. Still, even the capital city of Britain has a population of fifty or so. ''The entire game'' clocks in at slightly over 100.
* ''Franchise/TheElderScrolls'' started out with solid aversions of this trope, but later titles played it straight. This goes hand in hand with the switch to SpaceCompression; the examples there have more information on that. As for the towns themselves--

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* Several of the later ''Franchise/{{Ultima}}'' games, ''VideoGame/UltimaVII'' in particular, had have towns larger than the norm, where every NPC had has a home they returned return to at night. Still, even the capital city of Britain has a population of fifty or so. ''The entire game'' clocks in at slightly over 100.
* ''Franchise/TheElderScrolls'' started out with solid aversions of this trope, but later titles played play it straight. This goes hand in hand with the switch to SpaceCompression; the examples there have more information on that. As for the towns themselves--



** ''VideoGame/TheElderScrollsIIDaggerfall'' also averts this, with full-sized populated areas. The larger cities have hundreds of buildings and thousands of people. However, many of these houses can't be entered, even by the most skilled and determined lockpicks. "This house contains nothing of interest." Further, shops closed at night, at which time an enterprising burglar could break in to strip the shelves bare. Players who loitered in the shop until after closing could also clear the shelves free of charge, at no risk to their criminal record.
** ''VideoGame/TheElderScrollsIIIMorrowind'' was the point where the series played the trope straight, along with having SpaceCompression. Bethesda did this on purpose to address criticisms of ''Daggerfall'' that, despite the sheer size of locations and cities, they didn't have a whole lot of individuality or character to them.
** ''VideoGame/TheElderScrollsVSkyrim'' also continues to play this straight; towns with a believable population were reduced to shadows of their former selves thanks to the SpaceCompression. The way the world has shrunken down stands out when comparing locations featured in ''Arena'' to ''Skyrim'', such as the town of Riverwood. In ''Arena'' it's a bustling town that contains 200 or 300 buildings, but in ''Skyrim'' it's a hamlet with seven houses.
*** Particularly noteworthy in Skyrim is the complete removal of about 4-5 small towns entirely from the world map and 3 are now just random inns along the road. This wouldn't be so notable if it wasnt for the fact that one of towns reduced to an inn was Old Hroldan, which was the site of a major battle that would be the start of TheEmpire, you know, the major good guy faction in Tamriel? The game even mentions that Hroldan should be a town and calls attention to it with a quest due to it's historical significance.
* In ''VideoGame/KingdomHearts'', Traverse Town and Twilight Town (both {{First Town}}s) had large numbers of random citizens irrelevant to the story; the other cities, however, are populated almost entirely by Disney licensed characters. But then again, the other cities are essentially [[DungeonTown town-shaped dungeons]].

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** ''VideoGame/TheElderScrollsIIDaggerfall'' also averts this, with full-sized populated areas. The larger cities have hundreds of buildings and thousands of people. However, many of these houses can't be entered, even by the most skilled and determined lockpicks. "This house contains nothing of interest." Further, shops closed close at night, at which time an enterprising burglar could can break in to strip the shelves bare. Players who loitered loiter in the shop until after closing could can also clear the shelves free of charge, at no risk to their criminal record.
** ''VideoGame/TheElderScrollsIIIMorrowind'' was is the point where the series played plays the trope straight, along with having SpaceCompression. Bethesda did this on purpose to address criticisms of ''Daggerfall'' that, despite the sheer size of locations and cities, they didn't don't have a whole lot of individuality or character to them.
** ''VideoGame/TheElderScrollsVSkyrim'' also continues to play this straight; towns with a believable population were are reduced to shadows of their former selves thanks to the SpaceCompression. The way the world has shrunken down stands out when comparing locations featured in ''Arena'' to ''Skyrim'', such as the town of Riverwood. In ''Arena'' it's a bustling town that contains 200 or 300 buildings, but in ''Skyrim'' it's a hamlet with seven houses.
*** Particularly noteworthy in Skyrim is the complete removal of about 4-5 small towns entirely from the world map and map, with 3 are now being just random inns along the road. This wouldn't be so notable if it wasnt wasn't for the fact that one of towns reduced to an inn was Old Hroldan, which was the site of a major battle that would be the start of TheEmpire, you TheEmpire (you know, the major good guy faction in Tamriel? Tamriel). The game even mentions that Hroldan should be a town and calls attention to it with a quest due to it's its historical significance.
* In ''VideoGame/KingdomHearts'', Traverse Town and Twilight Town (both {{First Town}}s) had have large numbers of random citizens irrelevant to the story; the other cities, however, are populated almost entirely by Disney licensed characters. But then again, the other cities are essentially [[DungeonTown town-shaped dungeons]].



* ''VideoGame/EarthBound'' has quite large towns (though some buildings have no door), ''except'' for the "largest" one, Fourside, which appeared quite small compared to what it's supposed to be. It can be assumed that [[GatelessGhetto only the south corner]] of the town is visible, however.
* While ''VideoGame/BaldursGate'' definitely has less citizens than you'd expect, there are still a lot of people hanging around, a lot of houses are inhabited, and there are always a lot of people at the local pub.
** It's about a fiftieth the size of the pen-and-paper game's map of the city, but it's about the same shape and the landmarks are roughly in the right places.
** Also, there are many houses and doors around Athkatla that you can see, but not go in; those are {{handwave}}d by saying there's nothing of interest within.
*** This actually works out in many cases. Numerous [[GameMod Mods]] creating new shops or locations can take the 'useless' doors and tag them to the new custom content. With enough mods on deck, Athkatla can go from a busy place, something that would be time-consuming to fully explore, to downright overwhelming.
* Odd use: ''VideoGame/NeverwinterNights2'' gives the eponymous city only a few guards and peasants but has an NPC count accurate to the official count of the city; they [[MoreCriminalsThanTargets all seem to be guards or thiefs that get slaughted en masse by the PC]]! Discounting the poor encounter design, this is played straight.
* In ''VideoGame/{{Gothic}}'', you visit the 3 prison camps rather than actual cities. The smallest one is the Swamp Camp with over 80 people inside it, and the biggest one is the Old Camp with over 130 people, not counting over 60 people working in the Old Mine but also belonging to the Old Camp. ''Gothic II'' isn't as realistic with the actual city not being much more populated than the camps, and ''Gothic III'' is a good example of this trope.
* The ''Literature/DragonridersOfPern'' game for the Dreamcast has an example that can only be attributable to ''actual'' ghosts: at one town, you enter a vast chamber with thick stone walls, and few entrances or exits. There are perhaps a half dozen people or so milling around a space the size of a convention center, and to judge by the soundtrack, those people are able to completely fill the space with the sound of hustle and bustle and conversation. If you revisit the chamber later on, you'll discover it's still filled with the sounds of countless people shuffling about and chatting together, even though the room is now ''completely empty''.

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* ''VideoGame/EarthBound'' has quite large towns (though some buildings have no door), ''except'' for the "largest" one, Fourside, which appeared appears quite small compared to what it's supposed to be. It can be assumed that [[GatelessGhetto only the south corner]] of the town is visible, however.
* While ''VideoGame/BaldursGate'' definitely has less citizens than you'd expect, there are still a lot of people hanging around, a lot of houses are inhabited, and there are always a lot of people at the local pub.
**
pub. It's about a fiftieth the size of the pen-and-paper game's map of the city, but it's about the same shape and the landmarks are roughly in the right places.
** Also, there There are many houses and doors around Athkatla that you can see, but not go in; those are {{handwave}}d by saying there's nothing of interest within.
***
within. This actually works out in many cases. Numerous cases: numerous [[GameMod Mods]] creating new shops or locations can take the 'useless' doors and tag them to the new custom content. With enough mods on deck, Athkatla can go from a busy place, something that would be time-consuming to fully explore, to downright overwhelming.
* Odd use: ''VideoGame/NeverwinterNights2'' gives the eponymous city only a few guards and peasants but has an NPC count accurate to the official count of the city; oddly, they [[MoreCriminalsThanTargets all seem to be guards or thiefs thieves that get slaughted slaughtered en masse by the PC]]! Discounting the poor encounter design, this is played straight.
* In ''VideoGame/{{Gothic}}'', you visit the 3 three prison camps rather than actual cities. The smallest one is the Swamp Camp with over 80 people inside it, inside, and the biggest one is the Old Camp with over 130 people, not counting over 60 people working in the Old Mine but also belonging to the Old Camp. ''Gothic II'' isn't as realistic realistic, with the actual city not being much more populated than the camps, and ''Gothic III'' is a good example of this trope.
* The ''Literature/DragonridersOfPern'' game for the Dreamcast has an example that can only be attributable to ''actual'' ghosts: at in one town, you enter a vast chamber with thick stone walls, and few entrances or exits. There are perhaps a half dozen people or so milling around a space the size of a convention center, and to judge by judging from the soundtrack, those people are able to completely fill the space with the sound of hustle and bustle and conversation. If you revisit the chamber later on, you'll discover it's still filled with the sounds of countless people shuffling about and chatting together, even though the room is now ''completely empty''.



* ''VampireTheMasqueradeBloodlines'' is rather obvious about this. True, there are substantial numbers of buildings in all the main hubs (a large proportion of which can be entered) and numerous [=NPC=]s walking around, but the game is still asking you to believe that Santa Monica consists of three streets.
** There's usually areas of the city far off that the player can't get to as well as the fact that the game occurs very late in the night to justify the rather sparse appearance of the city.
* Most of the ''Tales Of...'' series tends to play it straight, but ''VideoGame/TalesOfXillia'' averts it for the most part. Every individual area of a town or city usually has as many as a couple dozen or so [=NPC=]s milling around that the player is unable to interact with, in addition to the 5 or 6 that they are able to. Most of the cities in the game large enough to have a massive population go with the "lots of buildings in the distance that the player can't reach" model as well. Still, the marketplaces and such of cities tend to have much less people around than you'd expect.
* ''VideoGame/{{Fallout 3}}'' justifies this in that all of the towns you find are, in fact, ghost towns. They're just abandoned ruins of old decaying buildings that a handful of people manage to scrape by in. Usually only being about one or two houses, as with only a few limited guards and resources, there can only be so many capable of living in the area.
* VideoGame/FalloutNewVegas has Goodsprings, a very literal version of this trope, being an actual ex-ghost town in real life.
** Goodsprings however has some active agriculture going on inside the town to help sustain it. Primm and Novac would be better examples as they appear to rely entirely on traders passing through just to feed the dozen or so inhabitants.

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* ''VampireTheMasqueradeBloodlines'' ''VideoGame/VampireTheMasqueradeBloodlines'' is rather obvious about this. True, there are substantial numbers of buildings in all the main hubs (a large proportion of which can be entered) and numerous [=NPC=]s walking around, and various distant, inaccessible areas are occasionally seen, but the game is still asking you to believe that Santa Monica consists of three streets.
** There's usually areas of the city far off that the player can't get to as well as the fact that the game occurs very late in the night to justify the rather sparse appearance of the city.
* Most of the ''Tales Of...'' ''Tales'' series tends to play it straight, but ''VideoGame/TalesOfXillia'' averts it for the most part. Every individual area of a town or city usually has as many as a couple dozen or so [=NPC=]s milling around that the player is unable to interact with, in addition to the 5 or 6 that they are able to. Most of the cities in the game large enough to have a massive population go with the "lots of buildings in the distance that the player can't reach" model as well. Still, the marketplaces and such of cities tend to have much less people around than you'd expect.
* ''VideoGame/{{Fallout 3}}'' justifies this in that all of the towns you find are, in fact, ghost towns. They're just abandoned ruins of old decaying buildings that a handful of people manage to scrape by in. Usually only being there are about one or two houses, as with only a few limited guards and resources, there can only be so many capable of living in the area.
* VideoGame/FalloutNewVegas ''VideoGame/FalloutNewVegas'' has Goodsprings, a very literal version of this trope, being an actual ex-ghost town in real life.
** Goodsprings however has some active agriculture going on inside the town to help sustain it.
Primm and Novac would be better examples as they Novac, which appear to rely entirely on traders passing through just to feed the dozen or so inhabitants.



* While most ''Franchise/FinalFantasy'' games play this straight ''VideoGame/FinalFantasyXII'' averts it. The main city is big, with lots of people milling about. It displays why this trope can be a [[TropesAreNotBad good thing]], though, as if you want to TalkToEveryone, you need to use your minimap to find [=NPC=]s you can actually talk to.

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* While most ''Franchise/FinalFantasy'' games play this straight straight, ''VideoGame/FinalFantasyXII'' averts it. The main city is big, with lots of people milling about. It displays why this trope can be a [[TropesAreNotBad good thing]], though, as if you want to TalkToEveryone, you need to use your minimap to find [=NPC=]s you can actually talk to.



** ''VideoGame/FinalFantasyDimensions'' apparently has a [[ThrivingGhostTown Thriving Ghost Empire]]. Avalon is a technologically and militarily advanced empire, and as such you would expect several major cities in its territory, and yet when you obntain the airship and fly over Avalon's territory, it is devoid of any organized settlements apart from the castle. [[spoiler: This is [[JustifiedTrope justified]] in that when the world became whole again, some pieces went missing, including all of Avalon's cities.]]
* ''VideoGame/BreathOfDeathVII'', aside from typical underdeveloped JRPG villages[[note]]Well. Every NPC there is undead. It's not like they ''need'' accomodation or something.[[/note]], also features two dungeons set in RuinsOfTheModernAge, which are quite expansive (''especially'' the second one).
* ''{{VideoGame/Xenogears}}'' handled this in an interesting way. While the trope is played straight with small towns like Lahan and Dazil, larger cities, like Nisan, Bledavik, and Norturne, have their own overworld-style maps, indicating that the cities are realistically-sized, but only certain sections have anything of interest to the party.

to:

** ''VideoGame/FinalFantasyDimensions'' apparently has a [[ThrivingGhostTown Thriving Ghost Empire]]. Avalon is a technologically and militarily advanced empire, and as such you would expect several major cities in its territory, and yet when you obntain obtain the airship and fly over Avalon's territory, it is devoid of any organized settlements apart from the castle. [[spoiler: This is [[JustifiedTrope justified]] in that when the world became whole again, some pieces went missing, including all of Avalon's cities.]]
* ''VideoGame/BreathOfDeathVII'', aside from typical underdeveloped JRPG villages[[note]]Well. Every villages[[note]]Well, every NPC there is undead. It's undead, so it's not like they ''need'' accomodation or something.[[/note]], also features two dungeons set in RuinsOfTheModernAge, which are quite expansive (''especially'' the second one).
* ''{{VideoGame/Xenogears}}'' handled handles this in an interesting way. While the trope is played straight with small towns like Lahan and Dazil, larger cities, like Nisan, Bledavik, and Norturne, have their own overworld-style maps, indicating that the cities are realistically-sized, but only certain sections have anything of interest to the party.



* ''Animation/{{Ratatoing}}'' has one in the opening.

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* ''Animation/{{Ratatoing}}'' has one in the opening.turns Rio de Janeiro into one.



* Many North American cities experienced a massive flight of working class residents in the 1950's and 60's as the government subsidized suburban housing and roads to connect the urban cores where the jobs were with the suburbs where people lived. The result was cities that continued to thrive (to some extent), but after 5pm on weeknights were almost completely devoid of people creating an environment that closely resembled a newly minted ZombieApocalypse.

to:

* Many North American cities experienced a massive flight of working class residents in the 1950's and 60's as the government subsidized suburban housing and roads to connect the urban cores where the jobs were with the suburbs where people lived. The result was cities that continued to thrive (to some extent), but after 5pm on weeknights were almost completely devoid of people people, creating an environment that closely resembled a newly minted ZombieApocalypse.



* UsefulNotes/NiagaraFalls on the ''American'' side of the border. The most you would see in that area are a few hotels and ''maybe'' some residents.

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* UsefulNotes/NiagaraFalls on the ''American'' side of the border. The most you would you'll see in that area are a few hotels and ''maybe'' some residents.



* Towns built around seasonal tourism and summer homes are like this in the Winter. For instance, Wildwood, New Jersey, has a population of about 5200 in the winter, but this swells to 250,000 in the summer. So for half the year, a town built for a quarter million people only has about 2% of that number living there. This also applies to Bourton-on-the-Water, a small village located in Gloucestershire, that has tourism in the thousands due to it's river and many other reasons.

to:

* Towns built around seasonal tourism and summer homes are like this in the Winter. For instance, Wildwood, New Jersey, has a population of about 5200 in the winter, but this swells to 250,000 in the summer. So for half the year, a town built for a quarter million people only has about 2% of that number living there. This also applies to Bourton-on-the-Water, a small village located in Gloucestershire, that has tourism in the thousands due to it's river and many other reasons.thousands.
7th Apr '17 11:50:15 AM polybius81
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* Towns built around seasonal tourism and summer homes are like this in the Winter. For instance, Wildwood, New Jersey, has a population of about 5200 in the winter, but this swells to 250,000 in the summer. So for half the year, a town built for a quarter million people only has about 2% of that number living there.

to:

* Towns built around seasonal tourism and summer homes are like this in the Winter. For instance, Wildwood, New Jersey, has a population of about 5200 in the winter, but this swells to 250,000 in the summer. So for half the year, a town built for a quarter million people only has about 2% of that number living there. This also applies to Bourton-on-the-Water, a small village located in Gloucestershire, that has tourism in the thousands due to it's river and many other reasons.
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