History Main / ThrivingGhostTown

6th Apr '18 9:12:49 PM nombretomado
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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 {{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=] that one can interact with is very small.

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* The ''GrandTheftAuto'' ''VideoGame/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 {{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=] that one can interact with is very small.
3rd Apr '18 9:58:37 AM 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 three dozen or so named [=NPC=]s 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 each have about three dozen or so named [=NPC=]s living in them, with many more scattered across the wilderness.
7th Mar '18 12:38:52 AM Mrmadrigal
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Added DiffLines:

* The whole Southern Water Tribe in ''WesternAnimation/AvatarTheLastAirbender'' appears to be nothing but a small village whose population barely scratches the double digits. Lampshaded when Katara introduces Aang to "the whole town", done really quickly when she gestures to a small group. Justified somewhat, since the men are out fighting in the war against the [[TheEmpire Fire Nation]], and also [[spoiler: the South Pole has suffered several Fire Nation attacks in the last 100 years, most of them with the intent of wiping out or capturing as many Waterbenders as possible. One of those eventually led to the invention of [[DangerousForbiddenTechnique Bloodbending]] by a captured Waterbender driven mad, and the last one ended with Katara and Sokka's mother murdered.]]
** Averted in SequelSeries ''WesternAnimation/TheLegendOfKorra'', where the South Pole is now a large, busy port town. Presumably, those 70 years of peace and mended economic relationships are to thank for that.
28th Feb '18 10:58:27 AM WillKeaton
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* [[https://en.wikipedia.org/wiki/Adamstown,_Pitcairn_Islands Adamstown]], which serves as the capital of the Pitcairn Islands in the South Pacific. It has a population of ''fifty-six people.''

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* [[https://en.wikipedia.org/wiki/Adamstown,_Pitcairn_Islands Adamstown]], Adamstown,]] which serves as the capital of the Pitcairn Islands in the South Pacific. It has a population of ''fifty-six people.''
28th Feb '18 10:58:02 AM WillKeaton
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* An extreme example here in ''VideoGame/CitiesSkylines'': http://www.pcgamer.com/the-strange-tale-of-a-cities-skylines-town-with-only-one-house/

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* An extreme example here in ''VideoGame/CitiesSkylines'': http://www.[[http://www.pcgamer.com/the-strange-tale-of-a-cities-skylines-town-with-only-one-house/com/the-strange-tale-of-a-cities-skylines-town-with-only-one-house/ An extreme example here]] in ''VideoGame/CitiesSkylines''.
28th Feb '18 10:55:56 AM WillKeaton
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Due to TheLawOfConservationOfDetail, towns and cities in [=RPGs=] appear [[SpaceCompression much smaller]] than they would really be, rarely having an observable population of more than a single digit (or, at most, the 'teens); which is of course far smaller than any [[http://www222.pair.com/sjohn/blueroom/demog.htm realistic level of economic sustainability]].

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Due to TheLawOfConservationOfDetail, towns and cities in [=RPGs=] appear [[SpaceCompression much smaller]] than they would really be, rarely having an observable population of more than a single digit (or, at most, the 'teens); which is of course far smaller than any [[http://www222.pair.com/sjohn/blueroom/demog.htm realistic level of economic sustainability]].
sustainability.]]
30th Dec '17 9:13:13 PM FordPrefect
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** The population of Manhattan was much larger around 1900 than it is today. In addition to the suburban flight, the very expensive real estate prices in the heart of today's New York City has also contributed to this.
* UsefulNotes/NiagaraFalls on the ''American'' side of the border. The most you'll see in that area are a few hotels and ''maybe'' some residents.

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** The population of Manhattan was much larger around 1900 than it is today. In addition to the suburban flight, the very expensive real estate prices in the heart of today's New York City has have also contributed to this.
* UsefulNotes/NiagaraFalls on the ''American'' American side of the border. The most you'll see in that area are a few hotels and ''maybe'' some residents.
6th Dec '17 11:01:20 AM BeerBaron
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* ''Franchise/TheElderScrolls'' started out with solid aversions of this trope, but later titles 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/TheElderScrollsArena'' thoroughly averts this, as noted. Numerous villages, towns, and cities all across the continent of Tamriel are visitable, and all of them have the size and population to justify their local economy.
** ''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 close at night, at which time an enterprising burglar can break in to strip the shelves bare. Players who loiter in the shop until after closing can also clear the shelves free of charge, at no risk to their criminal record.
** ''VideoGame/TheElderScrollsIIIMorrowind'' is the point where the series 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 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 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, with 3 being just random inns along the road. This wouldn't be so notable if it 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 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 its historical significance.

to:

* ''Franchise/TheElderScrolls'' series started out with solid aversions of averting this trope, but later titles 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--
To note by game:
** ''VideoGame/TheElderScrollsArena'' ''[[VideoGame/TheElderScrollsArena Arena]]'' and ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' thoroughly averts this, as noted. Numerous avert this trope. Both cover massive areas the size of real-world counties with countless villages, towns, and cities all across the continent of Tamriel are visitable, and all of them have the to visit. Each is a realistic size and population to have populations which justify their local economy.
** ''VideoGame/TheElderScrollsIIDaggerfall'' also averts this, with full-sized populated areas. The larger cities have hundreds
economy. That said, virtually all of buildings the locations and thousands of people. However, many of these houses can't be entered, even by [=NPCs=] who aren't quest related are [[RandomlyGeneratedLevels randomly]] or [[ProceduralGeneration procedurally]] generated. Cities get repetitive and the most skilled and determined lockpicks. "This house contains nothing vast majority of interest." Further, shops close at night, at which time an enterprising burglar can break in to strip the shelves bare. Players who loiter in the shop until after closing can also clear the shelves free [=NPCs=] end up as virtual clones of charge, at no risk to their criminal record.
one another.
** ''VideoGame/TheElderScrollsIIIMorrowind'' ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' is the point where the series plays the trope straight, straight along with having being the first game in the series follow its VideoGame3DLeap, fully utilizing SpaceCompression. Bethesda did this on purpose to address criticisms of ''Daggerfall'' that, despite the sheer size of locations and cities, they don't have a whole lot of individuality or character to them.
them. This results in stated-to-be-massive cities like Vivec being small with populations of barely 100, while smaller towns and villages end up with single digit populations. As TropesAreNotBad, the space compression allows for far greater content ''density'' while the smaller cities and lower populations prevent CPU resources from being wasted rendering superfluous buildings and tracking random [=NPCs=].
** ''VideoGame/TheElderScrollsVSkyrim'' also ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' offers one of the most blatant examples in the series with the Imperial City. According to series' lore, the Imperial City Isle is said to be the size of Great Britain. However, in-game, you can swim a lap around the entire island in about 20 real life minutes.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'':
*** ''Skyrim''
continues to play the series' trend of playing this straight; towns straight. Towns with a believable population 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 ''Skyrim'' is the complete removal of about 4-5 small towns entirely from the world map, with 3 being just random inns along the road. This wouldn't be so notable if it 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 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 its historical significance.
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.

to:

* 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.
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