And yes, I'm a fan of Square Titles :P
Published on December 18, 2009 By ScottTykoski In Elemental Dev Journals
As of now, the Cities in Elemental are traditional TBS fare. You build them up, train units, harvest resources and give the AI key locations on which to focus their invasions. Building improvements on the map is kinda unique, but in general it's currently what you'd expect from settlements in any Turn-Based Strategy title. To you they are production centers...to your neighbors they're obstacles.
 
I'd like to improve the TBS city experience. Looking back, I don't really have any fond memories from settlements in previous TBS playthroughs. There was a cool planet in GalCic2 I got once that had, like, 5 super-rare tiles. And once in Civ4 I seem to remember a well fortified location that I could defend easily and made my center of domination...but in general, of the thousands of cities and planets that I've controlled, none of them really stand out in my mind.
 
Turning my attention over to RPGs results in a swarm of warm and fuzzy memories. Of the cities I've visited, almost each one holds a special memory for me. Who doesn't love the feeling of sending your party, near death from their recent adventuring, to the local town's Inn to replenish their health and spirits. Or stumbling across an distant armor shop filled the equipment significantly stronger than the 'leather vests' your hero's currently don.
 
In RPGs, Cities aren't just a strategic strongpoint on the map. They provide the user with special interactions, giving game worlds' life and 'soul' that permeates for years. 
 

  
- The Auction House -
Jidoor (FF6)
 
 
Obviously there have been many auction houses in games since, but my first experience with one was in Jidoor, one of the southernmost cities in the world of Final Fantasy 6 (FF3 for us SNES old-timers).
 
Nothing was cooler than taking your seat and waiting for the unveiling of the item you'd be bidding on. Rare Espers, items, and equipment were all up for grabs (with a few lame ducks thrown in for fun).

 

  
- The Judge and Jury -
Guardia Castle (Crono Trigger) 
 
 
It's a pretty compelling scene: have the player judged for the crimes of the hero they're playing. What made it TRULY great was that the player was not only judged for actions carried out per the story, but ALSO for the player's actions at the start of the game. Helped the girl find her lost cat?  That was a point in your favor. Swiped an old man's lunch for yourself. Point against you.
 
Now, the game didn't actually deviate based on the outcome of the trial, but as a set piece it was quite memorable.
 
 
- The Collector -
Apple Kid - Multiple Cities (Earthbound)
 
 
Nothing warms my soul than hard work paying off. In Earthbound, Apple Boy needed cold, hard cash to help aid in his creation of some amazing invention. Throughout the game, you'd fork over the dough with little in return (he was polite, at least).
 
You'll see this in COUNTLESS games nowadays, be it someone that's collecting money, berries, insects, metal ore...but Earthbound had some fun with it and never let the player really know if they would get the payment they deserved. Of course, if you stuck with it and kept his research going, it'd result in the Ultimate Weapon for one of your heroes...a nice payoff for being a nice guy.
 
 
- The Unwelcome Return -
Mysidia (FF4)
 
Having pillaged a village's great relic, only to be marooned helpless at that same village 5 game-play hours later, is a fairly humbling experience. Nothing beats taking the normally harmless action of talking to NPC's and making it hazardous if you talk to the wrong person (expecially the 'sexy dancer' that drugs you and turns you into a pig).
 
 
- The Arena - 
Coliseum in the World of Ruin (FF6)
 
 
A staple in RPGs nowadays, my first encounter with a battle arena was in FF6, after the world was ripped apart. You bet an item, and based on what you bet you'd get to fight a different opponent in one-on-one battle. Winning resulted in a better item (often something very-rare) while losing lost you whatever you bet. A fun (and risky) way to get those weapons and armor that weren't available in shops.
 
 
- The Invasion -
Defending Fabul (FF4)
 
 
While castles and towns are usually safe havens for the weary traveler, final fantasy 4 turned that backwards several times with story driven in-town battles. The most memorable was the defense of Yang's home, Castle Fabul. Wave after wave of enemy forces
crashed against those walls, creating an exciting and intense endurance challenge to the player (and frustration when Edward the stupid moron bard trips 5 steps from your destination).


 
Of the countless RPGs that I've adventured through, those are definatly the 'city interactions' that I remember best.  Not that this currently meens anything to Elemental, but as we walk that line between RPG and 4x Empire Builder, I want to keep the best parts of both genre's in our sights.
 
But enough about my console-specific memories of RPG past...what city-related experiences resonate for you guys?

Comments (Page 4)
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on Dec 22, 2009

Yes ! Machiavelli the prince ! That's it ! Great memories

on Dec 22, 2009

VicenteC
... Well, in computer RPGs few cities is also a question of assets: it's expensive to build lots of cities. But in fantasy novels, you can check Dragonlance or Forgotten Realms, those worlds have maps with cities, towns, castles, temples, ruins,... everywhere.

I quit reading modules for the most part in the mid '80s on account of being lucky enough to know refs who liked to write their own stuff. My fantasy novel thinking is probably a bit limited too, now that you remind me to think a bit more. I've never read much of anything with a (tm) on the cover, and my greatest favorites all shared a tendency to have maps more like Tolkien's LotR, with just a handful of true cities. For all I know, that's a 'minority' thing in the genre these days.

Do the numerous cities in those novels you mention manage to maintain some individuality, even if it's mostly cosmetic like the detailing for the city-states in Jordan's Wheel of Time?

on Dec 22, 2009

http://www.youtube.com/watch?v=dRnSVN_ITdg

http://www.youtube.com/watch?v=4yV3JswQi48

Fallout 3 had very unique settlements. I think it had to do with the whole theme of the game. The only people that were friendly existed in tiny pockets of civilization. Every place seemed so unique, because there were so few settlements that were even large enough to call a town.  Each new experience was fresh and well recieved, like a gift or treat to add to your already unique experience.

http://www.youtube.com/watch?v=nf-8R4UAD1w

This should convince you that Morrowind has great cities. Almost every single city has unique architecture, armor for guards, lore, and quests, plus the inhabitants are always doing something. Although a lot of the NPC actions don't make sense, its still cool to see people doing something rather than just walk and give you the death stare when you pass by. Whether it is talking to someone else, buying goods, going on patrol, or looking for their lost pet, there is always at least one NPC doing something that will spark your curiousity for atleast a few brief moments.

http://www.youtube.com/watch?v=ZO4_889zBjI

From 3:17 on.

Mass Effect had some of the most unique interactions with cities/colonies I have ever seen. Every planet had a completely different group of people with their own problems and quests to finish. You really felt like you impacted the world because of the vast amount of options and quest types which were all very different(all though some specific quests where quite grindy). The worlds had their own stories and obstacles that you had to surpass. Short descriptions of where you were also added to the city immersion. You felt like you had knowledge of where you were, like it wasn't some generic town you had to quest grind in yet again. Fallout 3 also did this, as you could talk to people to gain knowledge of other, more distant areas. By the time you found some new city or town, you had a pretty good idea as to what set it apart from other towns and cities.

Most 4x games that I have played lack these features completely, probably because that kind of immersion is simply not possible in a completely 4x game. 4x games are more about feeling like a ruler over a vast empire, so I am glad to see that Elemental is adding RPG elements beyond what I have seen in the past, because that will definitely help with the city immersion. The more rpgs elements there are, the more city immersion one will experience.

The Warcraft III Campaigns had amazing cities and towns/villages. The Campaigns were pretty lengthy once you played all the bonus campaigns etc. It was really really good, primarily because of all the cities you could set up with the editor. That would be amazing if Elemental included an editor such as that of the WCIII series that allows for such easy use. I'd love to make an rpg/campaign WCIII style with elemental. If you can't get the city immersion correct for normal gameplay, the modders could refine it.

on Dec 23, 2009

I think it's great that this is something you guys are going to focus on in design. But don't try to learn lessons from RPG cities -- those are carefully controlled aesthetic experiences which the design team can craft down to the smallest details. TBS cities are much more functional, in that they don't preexist in some game world -- you build them in order to advance your own game. So we should be thinking about how cities are memorable/bland in other TBS, and the best example is Civ 4.

As Cauldtyh pointed out, terrain is crucial.* In Civ, that fertile city-site with all the floodplains and the river becomes your empire's breadbasket. The fortress city barricading a mountain pass seals off your terrain from invasion (I find choke points deeply satisfying -- something about defining your play space). My most memorable Civ 4 city was actually a fortress (which can be used to hangar planes). I built one just off the coast of a hostile Japan, and used it to fly dozens of bombing raids with my B-22s; I named the fort Pianosa in honor of Catch-22. That was a cool moment for me, mostly because Pianosa had such a clearly defined purpose.

And so it is with those other cities I imagined: you build a granary in your bread basket, walls and barracks in your mountain stronghold, etc. Civ 4's failing is how generic these cities become in the late game. Early on, when you're scrapping for resources and can only build a few improvements, every city has a lot of personality, because you can't build everything. But as time goes on, more and more cities get crammed with every available improvement, because why not? So every city has a hospital, a library, etc., and thanks to your workers landscaping efforts, the map is an indistinguishable mess of roads and mines. As a result, I never play much past the mid-game.

So, my suggestion: give the player game mechanics to legitimize the kind of storytelling they'll do anyway. For instance, I'm the kind of guy who spends tons of time coming up with appropriate names for my cities. I'd love to be able to give the city more than just a name -- how about an identity? I'm envisioning a city planning screen, where you can do many of the things you do with your sovereign. I always thought it strange you just run a settler out and PLOP -- there's your new city. Anyway, here's an example of what I'd like to see.

Let's imagine that chokepoint city everyone loves to build. You've got this huge mountain range, and have planted your city in the only pass. You name it something like Portcullis. When you first found the city, I'd like a screen where you can pick out its traits and abilities, spending a certain number of skill points -- just like building a character in an RPG. So let's say I select the "Hardy" trait, to reflect the kind of fierce independent mountainfolk that will inhabit this town. Now any units I build there will get a modest bonus to defense. On the other hand, the city will be more prone to revolt, since they don't appreciate my sovereign's bureaucratic meddlings. And you could have negative traits, too, which give you more skill points to work with. "Den of Thieves" would mean a thief guild set up shop in your city and skims some of the gold produced there.

Considering how crucial cities are in a 4x -- you're checking in on them every few turns, after all -- I don't think players would mind this initial time investment.

* In fact, if you have great terrain generation, the city thing solves itself. A plains city with two cows in its BFC, gold right beside a river, isthmuses and mountain ranges -- these allow emergent narratives.

on Dec 23, 2009

I was thinking of something : there could be two kind of cities, ordinary and special ones.

Tes "twist" is the special ones can only be built by someone ... special. Sovereign or heroes. Those special town would get access to things like political chambers, dynasties, special structures, buildings, etc. As a drawback those cities would get some limited independance : you don't choose what they build, but what path they want (civilization, warfare, exploration, etc...) and the hero/sovereign who build it would be the governor that would give bonuses to growth/prodction/etc.

When a special city is captured, it falls in the "ordinary" pool, but they still have the buildings already built. After enough turns you can call a governor and the city will be again a special one.

on Dec 23, 2009

GW Swicord

Do the numerous cities in those novels you mention manage to maintain some individuality, even if it's mostly cosmetic like the detailing for the city-states in Jordan's Wheel of Time?

Well, in general both worlds have their really important cities which their own personality (building style, races, ocupations, leadership style,...), and then lots of "generic fantasy towns".

This reminded me of Dark Sun, not many cities, but each one was pretty different

on Dec 23, 2009

Yep, cities should be separate in two kind : special ones and ordinary ones. the special ones would be able to get some kind of government or a chamber lik ein venice or a guild, things like that. But it would cost a limit independancy for them : you don't choose what you build, but what kind of things the city should focus on (like Warfare/civilization/etc..)

on Dec 25, 2009

So here's something important: name things!

 

The names of mountains, forests etc on the map is great. Why not do the same for cities?

If you have an order of paladins in the city, they need a randomly generated name (Order of the [Pious Sounding Object e.g. Sacred Heart, Divine Rose, etc.]). If you build an inn, it needs a unique name. Yes, for every inn!

 

Name roads. Name blacksmiths? Name districts?  There is a lot of scope here for generating memorable cities simply by making sure you have a good long list of memorable names.

on Dec 25, 2009

My most memorial cities:

The goblin free cities of WoW.  Basically semi-neutral zones where you can trade the rarest stuff---even stuff that the other sides use that you wouldn't be able to get otherwise. A.k.a. a black market whose independence is only guaranteed by its own militia, but could turn into a battleground.

The Oblivion capital city.  Basically like a very old colony, a New Amsterdam (Long Island) settled on a much older ruin of an ancient city, with huge hacking relics buried in the undercity, plus a giant phallic ruin in the center (LOLOL).

Neo-Renaissance Italy cities, like in WoW, etc..  Lots of plazzas, guilds, shopping, like they were made in some city-building game.

Also, free cities that evolve from escaped serfs. Maybe even multi-cultural, like some alpine Swiss medieval city.

Generally, a lot of fantasy cities are very un-Civilization like.  I.e. they pre-exist the story by time immemorial, where founded by the gods etc..  I.e. they weren't founded by some player's settler and slowly grown, but are like a part of landscape.  Something I think Elemental should include-----truly ancient cities that start off as independent.

 

on Dec 29, 2009

GoodGame
My most memorial cities:

The goblin free cities of WoW.  Basically semi-neutral zones where you can trade the rarest stuff---even stuff that the other sides use that you wouldn't be able to get otherwise. A.k.a. a black market whose independence is only guaranteed by its own militia, but could turn into a battleground.

The Oblivion capital city.  Basically like a very old colony, a New Amsterdam (Long Island) settled on a much older ruin of an ancient city, with huge hacking relics buried in the undercity, plus a giant phallic ruin in the center (LOLOL).

Neo-Renaissance Italy cities, like in WoW, etc..  Lots of plazzas, guilds, shopping, like they were made in some city-building game.

Also, free cities that evolve from escaped serfs. Maybe even multi-cultural, like some alpine Swiss medieval city.

Generally, a lot of fantasy cities are very un-Civilization like.  I.e. they pre-exist the story by time immemorial, where founded by the gods etc..  I.e. they weren't founded by some player's settler and slowly grown, but are like a part of landscape.  Something I think Elemental should include-----truly ancient cities that start off as independent.

 

 

That last bit couldn't be more crucial to forming a good city atmosphere. It reminds me most of cities described in the Silmarillion and Lord of The Rings. The cities need to form histories, they need to become a part of the land and it's people.

on Dec 30, 2009

One of the key things you guys really need to do first off is make a clear distinction between major cities and minor cities. Major cities should be large lively places and all of them should have significant character but a player should only generally deal with a handful in a game no more than a dozen perhaps altogether on the entire map (including major enemy cities) any more and they all kinda just run together.

I absolutely second this. There could be a mechanism where the number of allowed city sizes is tied to number of current cities in your empire or mapsize - although I'd prefer the first option if such a system were implemented.

So for example you could have - depending on the number of cities:

  1. 1 Unlimited city
  2. 1 Unlimited city + 1 village (size up to 3)
  3. 1 Unlimited city + 1 medium city (size up to 9) + 1 village (size up to 3)
  4. 1 Unlimited city + 1 medium city + 2 villages
  5. 1 Unlimited city + 1 medium city + 3 villages
  6. 1 Unlimited city + 1 medium city + 1 small city (size up to 6) + 3 villages
  7. 1 Unlimited city + 1 medium city + 1 small city + 4 villages
  8. 1 Unlimited city + 1 medium city + 1 small city + 5 villages
  9. 1 Unlimited city + 1 medium city + 1 small city + 6 villages
  10. 1 Unlimited city + 1 medium city + 2 small cities + 6 villages
  11. and so on

Note: the numbers are comletely made up just for the sake of the example.

If your number of cities decreases or you capture a bigger city than this table would allow, one of the concerned cities can't grow any further. You could even have a mechanism for relocating people in your empire to switch city sizes if required.

on Dec 30, 2009

Artificial size limits in cities doesn't sound fun (and realistic? ). Cities being limited by placement and resources, that sounds better.

on Dec 30, 2009

Cities being limited by placement and resources, that sounds better.
Then you need some real restricticted resource to achive the desired effect. How about spendig some Essence to have a bigger city. Maybe population growth decreases at higher city levels and has to be pushed with Essence to a size where the city can grow again. Another idea is to draw population (growth) not only from the void (or surroundig as is the reasoning) but from other cities as well. So your highly prestigeous city will diminish the growth of your other cities with lower prestige (and those of other kingdoms as well).

on Dec 31, 2009

From all I remember, all population growth is only based on Prestige (aka people coming from the wilds to join you), which by itself seems a bad idea to me.

I0d prefer that during the first X turns (where X is not 10 in roman numbers...) population is solely based on Prestige but after those turns, people coming from the wilds decreases slowly to 0. During those same turns, population can continue to increase in two other ways:

  1. Prestige affects people from nearby cities to make them leave their original cities for the one with higher prestige in the area.
  2. Baby boom. It's impossible to have infinite population waiting in the wilds (at least sounds silly) so in somepoint, you are going to need to start the reproduction machine.

Goods like food are a critical element and things like Prestige, salubrity or security (just to mention some) have a serious influence too. I always liked the system in Lords of the Realms with crops, cows and sheeps, as well as the inmigration details.

on Dec 31, 2009

Hard limits on number/size of cities is a big no to me.

For instance, suppose you are here:

1 Unlimited city + 1 medium city + 1 small city + 3 villages

Someone destroys/conquers one of your villages. Does your small city shrink to village size? The limit can be circumvented by building more and razing/letting others raze/steal your cities. So, from a gaming perspective, I think it can't work.

Furthermore, I dislike the idea of arbitrary limits. Population should go to a city if there's something to do there, if there's enough food, and that's about it. Cities already requite essence to be built, so there shouldn't be plenty of these because most of the land is ruined.

The game settings is that most of the world is almost uninhabitable, since you need to invest magic to bring life to the land. Therefore, expecting many hamlets and villages seems weird. Of course, the question of where city inhabitants find food in this barren world remains open.

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