History Main / ThrivingGhostTown

4th Sep '17 12:49:58 PM HalcyonDayz
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** 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=].

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** 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=].{{Non Player Character}}s.



* The ''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.

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* The ''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 {{Non Player Character}}s and vehicles - hijacking the cars, attacking, and even in ''GTA V'' speaking to a little - the number of plot relevant NPCs [=NPCs=] that one can interact with is very small.
8th Aug '17 5:12:47 AM Folamh3
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* ''VideoGame/AssassinsCreedI'' averts this in a big way with teeming cities, not many different faces but lots of people.
28th Jun '17 11:02:00 PM Abodos
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** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' makes efforts to justify this. The story takes place AfterTheEnd, when a good chunk of Hyrule's population was massacred by Calamity Ganon. The villages that are still around have about two dozen or so people living in them, with many more scattered across the wilderness.

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** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' makes efforts to justify this. The story takes place AfterTheEnd, when a good chunk of Hyrule's population was massacred by Calamity Ganon. The villages that are still around have about two three dozen or so people named [=NPC=]s living in them, with many more scattered across the wilderness.
28th Jun '17 10:58:20 PM Abodos
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Added DiffLines:

** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' makes efforts to justify this. The story takes place AfterTheEnd, when a good chunk of Hyrule's population was massacred by Calamity Ganon. The villages that are still around have about two dozen or so people living in them, with many more scattered across the wilderness.
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=].

to:

** 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.

to:

* 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.
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