What are you though? The general ideas about an operation in a town

Which one are you prefer a functional town, a town that has extra activities?


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Kupotepo

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I wonder if another RPG maker MV developers have some good ideas advise or ideas if different activities that can integrate into a town and make it less boring for players. Sorry for a wall of questions like a child but I think it is important.

Ok, like: should I has an inn in every town? , should I has a casino in a mostly big city? should I have a tax collector in a game or it is impractical? should I have the police station or guard garrison in a town? Should you build every town has a religious center? The reason I ask because of the ancient Greek city-state each has its own deity or its impractical in the game. What is your unique store ideas? Should I every town has a governor or that is excessive? Should I have a fortuneteller as an occupation or that is silly? Should I have a well or a source of fresh or that is impractical in the game? Should I make a town that a rural, a suburban, and urban into one town or make them separately? Should I have a castle in a town or outside of the town? How do I make a player aware that a town belonging to a kingdom because of a player has only a small view of an overall map?
 

MMMm

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If you make this super town, then you can base your game around it.

The player is an adventurer in a dangerous fantasy world and your mega town is the only big bastion of civilization and your character must defend it.

Otherwise it's a bit much to spend so much of your time developing all these characters and activities for every single city.
 

OnslaughtSupply

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The trick to towns is that it just needs to FEEL believable. You don't have to make every single building accurate or have an npc for every profession. It just has to FEEL alive. Play some other RPGs and a town might feel huge but breaking it down to it's simple parts it only has say a shop, inn, and maybe some kind of quest giver / plot device and that's it. Through a few additional things in for immersion and bam! You're done.

I would suggest giving this a read: http://yanfly.moe/2017/04/19/comic-lets-make-a-town/
 

TheoAllen

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So uh, I'm not another RMMV developer, I guess my opinion won't count.

Town in RPG are mostly representative. And towns are small for player's convenience. You don't map town like real town, well unless you do. But I agree with MMMm, if you have lot of interaction with the town, you can put extra activities, or you just simply add the town immersion. For example, if the said town is known as a gambling center, it would be weird if it has no casino or sort of it.
 

Kupotepo

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@MMMm Thank you for the feedback.
 

Kupotepo

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@OnslaughtSupply thank you for your feedback. I already read Yanfly comic about a town. I agree with you a good idea to have a quest giver on a town. Could explain more about a town just has to FEEL alive. Should I have most of the NPC run around randomly.
 

Kupotepo

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@TheoAllen thank you for your feedback, I am not excluded other RPG maker developers for voicing their wisdom. I just thought it is hard to imagine the system because of the different RPG maker version has different options or lack of them. Good to hear you prefer small town. How about the castle because most of them were surrounded by a town?
 

OmnislashXX

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A town should serve it's needed functions first. An inn, an item shop, and something else that makes it unique. (In my case, a bar/tavern.) If you have several towns, then you definitely should put some of that other stuff in there. You need to make each town different in its own way.
 

Kupotepo

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@OmnislashXX for your feedback. I do not get why you need a bar or a tavern in the game. The bar for drinking and the plot? the tavern for hiring? I know what they used for in a real life.
 

hiddenone

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@Kupotepo , please avoid double posting, as it is against the forum rules. You can use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. You can review our forum rules here. Thank you.


If you want to reply to multiple people, please do it in one post.

What should go into a town depends on the game. If the player isn't going to spend a lot of time with a town's people, then it doesn't make a lot of sense to spend ages building a realistic town. On the flip side, if the game is all about meeting people and learning about their lives in this world, then it would be weird for a town to only have an inn, weapon shop, and item shop.
 

OmnislashXX

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I have a tavern/bar for story purposes. It also serves as a means for the heroes to purchase meals, thereby giving them a temporary buff. But even then, just putting something like that in there gives the town a little flavor.
 

IguanaGuy

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Every town or city is somewhere for a reason. A farmland area would have a town as a source of supplies for the local farms, a mining area would have a town with services for the miners and shops that cater to such occupations. A town near a dungeon would out fit heroes? A capital city would have special buildings that would not be anywhere else in the kingdom ( colleseum, temple, large castle, etc.) So to ask if every town should have something special - I would say yes, but only in consideration of where it is. For example a legendary blacksmith shop should be in a mining town where a rare ore is or in the capital seeing as he is a specialist. A legendary item shop near some ancient dungeon perhaps seeing as that is where they are found/stolen from? Basically every city/building should have reason it is "there" besides people live here.
 

Kupotepo

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@hiddenone thank you for always look after me and remind about the rules. :aswt:Good ideas about the interaction in the town!
@OmnislashXX, great idea on the tavern.:guffaw:
@IguanaGuy thank you for your times :D Wow your insight is enlightening.
Wow keep the ideas coming because of the more I learn from here, I also get the inside the general sense of the public view.
 
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TheoAllen

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How about the castle because most of them were surrounded by a town?
For presenting castle town, there are many approach. Sometimes it is forgivable to have a slightly bigger town than the usual town that is not in a castle. If a normal town has only one map, you can try to present the castle town with two or three map with the same size. Sometimes, two maps are already big enough to present a castle town. Cause extra few house whether you can enter or not (it's another topic in another thread) would make a different feel of town whether it is a big town or small town in game perspective.

Another approach is to make whenever you enter a map there is an "invisible wall" so that you won't be wandering around. Player is locked into a district that has important places like shop and tavern, as well as the road to the castle itself. An example of this is how Mount and Blade did their map, you can see there are houses far away but they just couldn't reach it. Players who like immersion won't like this though.
 

XIIIthHarbinger

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I would say that like most things it is highly situationally dependent.

One has to consider things like population density, level of economic development, level of technological development, whether or not the town is located near major thoroughfares, whether or not the town has a port, whether or not the town serves a function to the larger society it is a part of, & if so what?

For example an isolated small mountain village of shepards & farmers, isn't going to have many amenities. The population wouldn't provide sufficient income to support it, & the lack of potential secondary customers removes the other possibility.

On the other hand a town that has great religious significance to the surrounding population, that non-residents would make pilgrimages to, would develop an outsized hospitality industry (inns, taverns, relic merchants, etcetera) that far outstripes what could be supported by the native population.

While a centrally located city between various potential resources, situated between potential thoroughfares would naturally develop into an economic hub. I.e. Village 1 has commodity A, Village 2 has commodity B, Village 3 has commodity C, & village 4 has commodity D. But a city built between those villages, would eventually become a trading hub; because it would be more efficient & economical to sell their goods to one closer located city, than three different villages each at greater distances. As well as their being incentivized to acquire the other villages resources from the much closer singular source, than the three different sources at greater distances.

It's important to think of your cities as something that existed prior to your player character coming onto the map, as well as something that barring catastrophe will continue long after your player character leaves. So that your world feels inhabited.
 

Aesica

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Why not both? I want many of my towns to of course be inn/shop/travel/etc hubs, but also, I'd like to see other reasons for players to visit (and return to) them. I mean, there's more to real life towns than just shops and inns, right?
 

Kupotepo

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@XIIIthHarbinger - thank you for your feedback. I agree with your logic on the technology and the production.
@Aesica - Thank you for your feedback. Some of the towns are designed to just a quick stop before facing a boss.
 

MushroomCake28

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