History Main / ThrivingGhostTown

29th Mar '17 3:07:07 PM SirBlah
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In the earliest computer and console {{RPG}}s, this was a matter of economy; every kilobyte was precious and couldn't be wasted on extraneous houses or people. The tradition has continued into the modern day for several reasons, with TheLawOfConservationOfDetail being paramount among them. It does make it more feasible to TalkToEveryone. It's often an AcceptableBreakFromReality because, really, as large as towns would be in real life, think of ''how long'' it'd take to render it, and how much space it'd take on your drive. Or how much time and money it would take to design and program it. And even if technological limitations were not an issue, think of how uninteresting it'd be when most of the town is just peoples' houses that the player would have few reasons to enter, and walking from one location to another would take real-world hours.

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In the earliest computer and console {{RPG}}s, this was a matter of economy; every kilobyte was precious and couldn't be wasted on extraneous houses or people. The tradition has continued into the modern day for several reasons, with TheLawOfConservationOfDetail being paramount among them. It does make it more feasible to TalkToEveryone. It's often an AcceptableBreakFromReality because, really, as large as towns would be in real life, think of ''how long'' it'd take to render it, and how much space it'd take on your drive. Or how much time and money it would take Today this trope exists mainly due to design and program it. And even if technological limitations were not an issue, think - creating realistically sized cities with hundreds and thousands of how uninteresting it'd be when most of the town is just peoples' people, houses that the player would have few reasons to enter, and walking from one location to another streets would take real-world hours.
a tremendous amount of work for very little gain, especially with the level of detail that many of today's Triple-A games go for, as well as being an incredible strain on the hardware's processing power. For most game genres, the only viable solution is to compress cities down to the size of small towns or villages.
26th Jan '17 3:58:49 PM SteveMB
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** The process is more efficient (i.e. a slaughterhouse creates more food) if a warlord or equivalent unit in charge of the city keeps an eye on things. He doesn't have to ''do'' anything, just make an inspection tour each turn (day).

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** The process is more efficient (i.e. (for instance, a slaughterhouse creates more food) food to feed a larger army) if a warlord or equivalent unit in charge of the city keeps an eye on things. He doesn't have to ''do'' anything, just make an inspection tour each turn (day).
26th Jan '17 3:58:06 PM SteveMB
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Added DiffLines:

** The process is more efficient (i.e. a slaughterhouse creates more food) if a warlord or equivalent unit in charge of the city keeps an eye on things. He doesn't have to ''do'' anything, just make an inspection tour each turn (day).
10th Dec '16 10:21:53 AM TheGreatUnknown
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* ''VideoGame/BatmanArkhamOrigins'' the somewhat old part of Gothom, 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'' the somewhat old part of Gothom, 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).
7th Nov '16 8:47:33 AM Silverblade2
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->''"[[LampshadeHanging There may be only five of us, but this is STILL a thriving kingdom!]]"''

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->''"[[LampshadeHanging There ->''"There may be only five of us, but this is STILL a thriving kingdom!]]"''kingdom!"''
17th Sep '16 6:35:19 AM BreadBull
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In the earliest computer and console {{RPG}}s, this was a matter of economy; every kilobyte was precious and couldn't be wasted on extraneous houses or people. The tradition has continued into the modern day for several reasons, with TheLawOfConservationOfDetail being paramount among them. It does make it more feasible to TalkToEveryone. It's often an AcceptableBreakFromReality because, really, as large as towns would be in real life, think of ''how long'' it'd take to render it, and how much space it'd take on your drive. Or how much time and money it would take to design and program it. Ouch.

to:

In the earliest computer and console {{RPG}}s, this was a matter of economy; every kilobyte was precious and couldn't be wasted on extraneous houses or people. The tradition has continued into the modern day for several reasons, with TheLawOfConservationOfDetail being paramount among them. It does make it more feasible to TalkToEveryone. It's often an AcceptableBreakFromReality because, really, as large as towns would be in real life, think of ''how long'' it'd take to render it, and how much space it'd take on your drive. Or how much time and money it would take to design and program it. Ouch.
And even if technological limitations were not an issue, think of how uninteresting it'd be when most of the town is just peoples' houses that the player would have few reasons to enter, and walking from one location to another would take real-world hours.
4th Aug '16 10:03:06 PM DastardlyDemolition
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* ''VideoGame/TotalWar'' plays this straight and averts it in some installments. During siege battles, there are no civilians to be seen, even in massive cities like Rome or London. It is later {{averted|Trope}} when Rome allowed the player to view cities in the battle map. They were filled with thousands of peasants milling around.* Played straight, however, in that while city sizes are at least above the threshold of sustainability (unlike most games), they're still ridiculously small for the cities in question, to provide better game balance and the possibility of a player actually upgrading a city within a reasonable amount of time. This is most notable in ''[[VideoGame/RomeTotalWar Rome]]'', where the practical upper limit on population is ~36000; whereas in RealLife one of Rome's many advantages was its effectively infinite manpower compared to its rivals (the city itself having a population of roughly ''a million''. In the ''ancient world''.).

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* ''VideoGame/TotalWar'' plays this straight and averts it in some installments. During siege battles, there are no civilians to be seen, even in massive cities like Rome or London. It is later {{averted|Trope}} when Rome allowed the player to view cities in the battle map. They were filled with thousands of peasants milling around.* around.
**
Played straight, however, in that while city sizes are at least above the threshold of sustainability (unlike most games), they're still ridiculously small for the cities in question, to provide better game balance and the possibility of a player actually upgrading a city within a reasonable amount of time. This is most notable in ''[[VideoGame/RomeTotalWar Rome]]'', where the practical upper limit on population is ~36000; whereas in RealLife one of Rome's many advantages was its effectively infinite manpower compared to its rivals (the city itself having a population of roughly ''a million''. In the ''ancient world''.).
19th Jun '16 11:35:50 PM Gingerkitteh
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** 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 Yuri, 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 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 Yuri, 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.
14th Jun '16 12:15:26 PM MaulMachine
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Added DiffLines:

** Turks and Caicos islands. During resort season, it bustles with tourists. The rest of the time? Barely anybody.
9th May '16 11:42:40 AM PDL
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* The population of your town in the ''VideoGame/AnimalCrossing'' games is not nearly high enough to justify all of the buildings in it. To whit: In ''New Leaf'', your fully-upgraded town contains a town hall, a general store, a used-items store, a home-renovation store, a home showcase, a post office, a clothing store, a hair salon, a shoe store, a café, a nightclub, a photo booth, a Dream Suite, a campground, and a museum which can potentially be filled with numerous priceless artifacts. The [[ArbitraryHeadcountLimit maximum population]] of this town? ''14.''[[note]]10 animal villagers and four {{Player Character}}s.[[/note]]

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* The population of your town in the ''VideoGame/AnimalCrossing'' games is not nearly high enough to justify all of the buildings in it. To whit: In ''New Leaf'', your fully-upgraded town contains a town hall, a general store, store (which eventually becomes a department store), a used-items store, a home-renovation store, a home showcase, a post office, a clothing store, a hair salon, a shoe store, a café, a nightclub, a photo booth, a Dream Suite, a fortune teller, a police station, a campground, and a museum which can potentially be filled with numerous priceless artifacts. The [[ArbitraryHeadcountLimit maximum population]] of this town? ''14.''[[note]]10 animal villagers and four {{Player Character}}s.[[/note]]
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http://tvtropes.org/pmwiki/article_history.php?article=Main.ThrivingGhostTown