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** ''GuildWars2'' averts this, there are hundreds of [=NPCs=] just wandering the city streets that serve no purpose other than ambience, making it feel like it's truly alive.

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** ''GuildWars2'' averts this, there are hundreds of [=NPCs=] 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 NPCs 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 NPCs who have clear cut personalities.
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** All of the capital cities are this, 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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** All of the capital cities are this, 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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** All of the capital cities are this, 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/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.
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* {{Ratatoing}} has one in the opening.

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* {{Ratatoing}} ''Animation/{{Ratatoing}}'' has one in the opening.
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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. Especially with RandomEncounter[=s=], one aversion to this is that there's often MoreCriminalsThanTargets… Who love to GangUpOnTheHuman. 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. Ouch.

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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. Especially with RandomEncounter[=s=], one aversion to this is that there's often MoreCriminalsThanTargets… MoreCriminalsThanTargets... Who love to GangUpOnTheHuman. 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. Ouch.
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* Given that there's no worldwide definition of a 'city' (as in, a minimum amount of people living there to classify it as such), quite a few actual 'cities' could be seen as being about as populated as those in video games. Indeed, a few actual such places exist with a population of less than a hundred people, including one city with just '''twelve''' people living in it.
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** VideoGame/FalloutNewVegas has Goldsprings, a very literal version of this trope, being an actual ghost town real life.

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** VideoGame/FalloutNewVegas has Goldsprings, Goodsprings, a very literal version of this trope, being an actual ghost ex-ghost town in real life.
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***Rome's population has never been in the millions, plural, until the 20th century. It reached around one million during the reign of Augustus, long after its rise to power, and from all available indications it was either overcounted or a temporary state of things caused by the civil war.
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** Parts of central London can be like this as well, which is how ''Film/TwentyEightDaysLater'' managed to film there on location.

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** Parts of central London can London--particularly the City--can be like this as well, which is how ''Film/TwentyEightDaysLater'' managed to film there on location.
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** 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 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 [[NonPlayerCharacter NPCs]] 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.
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*** 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.
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** ''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. The 4th game subverts it, as Mordavia is NOT thriving in the least: its isolation & danger have rendered its town stagnant with its population DyingLikeAnimals.
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* In ''{{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.

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* In ''{{Gothic}}'', ''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.
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* There are plenty of areas of otherwise economically sustainable countries that are so sparsely populated that they can give this impression. Places like Mongolia, Iceland, Australia...
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[[folder:Literature]]
* The first ''Literature/{{Noob}}'' novel has a FictionalVideoGame hamlet whose only attractions are a windmill, a tavern and an auction house. Aside from the shopkeepers presumably taking care of the two latter places, the hamlet is populated by a single NonPlayerCharacter that keeps going back and fourth between his home and the tavern.
[[/folder]]
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** {{FalloutNewVegas}} has Goldsprings, a very literal version of this trope, being an actual ghost town real life.

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** {{FalloutNewVegas}} VideoGame/FalloutNewVegas has Goldsprings, a very literal version of this trope, being an actual ghost town real life.
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** {{FalloutNewVegas}} has Goldsprings, a very literal version of this trope.

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** {{FalloutNewVegas}} has Goldsprings, a very literal version of this trope. trope, being an actual ghost town real life.
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** {{FalloutNewVegas}} has Goldsprings, a very literal version of this trope.
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Wick Namespace Migration


* In ''{{Terraria}}'', a world can have a maximum of ten friendly [=NPCs=] (eleven during the Christmas season). Although Terraria requires each of these [=NPCs=] 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.

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* In ''{{Terraria}}'', ''VideoGame/{{Terraria}}'', a world can have a maximum of ten friendly [=NPCs=] (eleven during the Christmas season). Although Terraria requires each of these [=NPCs=] 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.
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* You'll still see a few of these in the boonies of America's Midwest, though they're mostly privately-owned reconstructed tourist traps by now.
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* The riverside area of Dublin can appear as this as well, with many a towering, half-finished construction site and almost no actual people around.
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* In ''{{Terraria}}'', a world can have a maximum of ten friendly NPCs (eleven during the Christmas season). Although Terraria requires each of these [=NPCs=] 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.

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* In ''{{Terraria}}'', a world can have a maximum of ten friendly NPCs [=NPCs=] (eleven during the Christmas season). Although Terraria requires each of these [=NPCs=] 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.
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* In ''{{Terraria}}'', a world can have a maximum of ten friendly NPCs (eleven during the Christmas season). Although Terraria requires each of these NPCs 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.

to:

* In ''{{Terraria}}'', a world can have a maximum of ten friendly NPCs (eleven during the Christmas season). Although Terraria requires each of these NPCs [=NPCs=] 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.
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* In ''{{Terraria}}'', a world can have a maximum of ten friendly NPCs (eleven during the Christmas season). Although Terraria requires each of these NPCs 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.

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* Most of the games in both the ''HarvestMoon'' and SpinOff ''RuneFactory'' series tend to have the player settle into one of these. ''Island of Happiness'' and ''RuneFactory3'' are major exceptions: [=IoH=] has multiple {{NPC}}s move to the island and [=RF3=] has [=NPCs=] moving in and out of Sharance Village all the time; visiting, shopping or just traveling through.

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* Most of the games in both the ''HarvestMoon'' and SpinOff ''RuneFactory'' series tend to have the player settle into one of these. ''Island of Happiness'' and ''RuneFactory3'' are major exceptions: [=IoH=] has multiple {{NPC}}s move to the island and [=RF3=] has [=NPCs=] moving in and out of Sharance Village all the time; visiting, shopping or just traveling through.travelling through.
* It almost goes without saying that ''DwarfFortress'' averts this one pretty thoroughly.



* A good way to see this trope in action is to compare the cities and towns in the [[Anime/{{Pokemon}}]] anime to those in [[Franchise/{{Pokemon}} the video games]]. For example, Viridian City in the games is just five or six buildings, but in the anime, it looks like [[http://bulbapedia.bulbagarden.net/wiki/File:Viridian_City_anime.png a proper big city]].

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* A good way to see this trope in action is to compare the cities and towns in the [[Anime/{{Pokemon}}]] Anime/{{Pokemon}} anime to those in [[Franchise/{{Pokemon}} the video games]]. For example, Viridian City in the games is just five or six buildings, but in the anime, it looks like [[http://bulbapedia.bulbagarden.net/wiki/File:Viridian_City_anime.png a proper big city]].
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** ''VideoGame/TheElderScrollsVSkyrim'' also continues to play this straight; towns with a believable population where 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.

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** ''VideoGame/TheElderScrollsVSkyrim'' also continues to play this straight; towns with a believable population where 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.
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A typical town the heroes find themselves in usually consists of the following; a TraumaInn, 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. 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 TraumaInn, 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]]. 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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* China's ghost cities. Large cities with full infrastructure and lots of construction, but very few people. Speculation is rampant about what they're for.

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* China's ghost cities. Large cities with full infrastructure and lots of construction, but very few people. Speculation is rampant about what they're for.They are built during the construction boom of the 2010s, but real estate speculation rapidly pushed the cost of the house out of the reach of regular Chinese citizens, which forces the government to build more housing with the hope that this time, they will be affordable. Inevitably, the speculators descend and this vicious cycle restarts.
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* In a few of America's university towns (such as Durham, New Hampshire) the local economy is entirely devoted to catering to the student population. The town becomes this during the summer months, with the students gone and most of the town's services shutting down for the summer, leaving only a skeleton crew to take care of the remaining faculty..

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