Thriving Ghost Town: Difference between revisions

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{{trope}}
[[File:ff2_town_7063ff2 town 7063.png|link=Final Fantasy IV|frame|<small>Neighborhood just hasn't been the same since they opened that [[Predatory Business|Weapon-Mart]]</small>.]]
 
{{quote|''There may be only five of us, but this is STILL a thriving kingdom!''|'''The King of the Dwarves''', ''[[Final Fantasy V]]''}}
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Due to [[The Law of Conservation of Detail]], towns and cities in RPGs rarely have an observable population measuring more than a single digit (or, at most, the 'teens); this is far smaller than any [http://www222.pair.com/sjohn/blueroom/demog.htm realistic level of basic economic sustainability].
 
The average small country town may have a population of a dozen or so people -- apeople—a big city, like the capital of a continent-spanning empire, may have as many as thirty. Generally, these towns consist of fewer than ten distinct buildings, all of particular interest to the players; no sign of an agricultural economy or professional tradesmen is outwardly visible. Similarly, approximately 90% of a city's observable population will interact with the player in some way relevant to the plot of the game.
 
A typical town the heroes find themselves in usually consists of the following; a [[Trauma 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 [[Functional Magic|magic system]], and no more than three houses. With the exception of those [[NPC|NPCs]]s living in those houses, the entire remainder of the population is apparently homeless; some [[NPC|NPCs]]s seem to exist for the sole purpose of standing in a specific location and [[Welcome to Corneria|talking to passers-by.]]
 
In the earliest computer and console [[RPG|RPGs]]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 [[The Law of Conservation of Detail]] being paramount among them. It does make it more feasible to [[Talk to Everyone]]. Especially with [[Random Encounter]]s, one aversion to this is that there's often [[More Criminals Than Targets]]… Who love to [[Gang Up on the Human]]. It's often an [[Acceptable Break From Reality]] 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.
 
Some games [[Hand Wave]] this by implying the town is much larger via expansive background images; our heroes, for whatever reason, are [[Gateless Ghetto|only visiting a small portion of it.]] Modern games tend to slightly avert this by adding numbers of non-interactable pedestrians into city scenes, giving the ''illusion'' of a larger populace.
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* ''[[Zelda II: The Adventure of Link|Zelda II the Adventure of Link]]'' arguably tries to avert this by depicting towns with houses that serve no plot or game purpose and where NPCs are constantly walking past you and off screen. Of course, there are still a small number of character models and most of the extra NPCs just repeat the same generic dialogue.
* ''[[The Legend of Zelda: Twilight Princess|The Legend of Zelda Twilight Princess]]'' has several [[Thriving Ghost Town]] locations as well as several not-so-thriving towns which are nearly deserted. Castle Town, however, includes many random passersby who will ignore you. You ''can'' interact with them ... if watching them scream, cower, and brandish weapons at Link's wolf form counts as interaction.
* To be fair though, in Twilight Princess, places such as Kakariko village had most of its residents turn into monsters or flee, so it's probably very narrowly averted in this case.
** Also, while Clock Town in ''[[The Legend of Zelda: Majora's Mask|Majora's Mask]]'' 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 [[Groundhog Day Loop]] mechanic. Justified in that aside from some stubborn business owners and government officials, most of the townsfolk have fled because ''the moon is falling.''
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== [[MMORPG]] ==
 
* ''[[World of Warcraft]]'' both plays this straight and cleverly hides it. Towns are nearly always too small, but cities have plenty of buildings. It's just that the developers didn't model the insides of a great many of those buildings and locked the doors shut. This has the added bonus of creating walls where the players aren't supposed to go, ''and'' giving Blizzard a place to add buildings -- Stormwindbuildings—Stormwind's Auction House, or the barber shops, for example, were originally just those empty shell-buildings.
** Those empty buildings make cities look bigger than they actually are, but they're still quite a bit smaller than the lore or storyline would suggest. A census by counting [[NPC|NPCs]]s would suggest that the population of Stormwind - the largest human city in the world - is probably around one to two hundred people, eighty percent of whom are guards. A census by counting houses and extrapolating from there, even assuming medieval population density, would suggest that the population is probably around two to four thousand, maybe as much as 10,000. But [[All There in the Manual|according to the RPG sourcebook]], there are about 140,000 people in Stormwind.
** 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.
** It also becomes obvious when looking at towns used as quest hubs and towns used as killing fields. Southshore, for example, is nearly empty compared to the nearby Hillsbrad Fields and Dun Garok, both of which contain quest mobs for horde players.
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* ''[[The Elder Scrolls II: Daggerfall]]'', averts this with major cities containing hundreds of houses 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.
** The first game, ''[[The Elder Scrolls: Arena]]'', was actually the largest in terms of both square footage and population - you could explore the entire continent of Tamriel which was on a scale with an actual real-life continent. Mind, the people and scenery tended to get a bit repetitive...
* In ''[[Kingdom Hearts]]'', Traverse Town and Twilight Town (both [[First Town|First Towns]]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 [[Dungeon Town|town-shaped dungeons]].
** In Twilight Town, this makes sense, since {{spoiler|1=they're replicas of the people in the real Twilight Town; when the simulation is interrupted, the literal NPCs disappear.}}
** Although, by nature of them being large [[Dungeon Town|Dungeon Towns]]s, this trope is handled ''slightly'' more tastefully - Twilight Town, Radiant Garden/{{spoiler|Hollow Bastion}} and Traverse Town both have multiple districts, plenty of houses and (for Twilight Town only) modes of public transportation. There are enough homes (most of them unenterable) to qualify them as small settlements (with the population ranging in the hundreds or so), although the conspicuous lack of citizens is rather jarring. Perhaps they're all hiding from the Heartless and Nobodies?
* ''[[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 [[Gateless Ghetto|only the south corner]] of the town is visible, however.
* While ''[[Baldur's Gate]]'' 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. I'd guess it's about 75% of what you'd expect, which isn't really that bad.
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=== Non-video game examples: ===
 
== Animation ==
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