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Reader Comments (8)

Posted: Sep 25th 2011 11:20AM pcgneurotic said

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To expand on what I was thinking there, and going into Julius's point about size and distance, the other thing that bugs me is how even though we may have a fantasy village with say, 20 visible NPCs, there are only ever like, a third of the number of necessary homes for them! Where do the NPCs live? Everywhere, from the village on DDO's Korthos Island to even mighty Iron Forge in WoW, it never looks like there are enough actual private residences to accommodate the handful of civillians there. :D I guess this is where urban-set games win; CoX, CO etc, although you could argue that there are *too many* domiciles for the number of visible NPCs. :D

I think the only MMOG city I've seen that had a really convincing home/NPC ratio was the uh, 'bad guys' city in Warhammer, I forget what it was called. But that looked really good. Also Queynos in EQ2 is quite convincing.

Posted: Sep 25th 2011 1:06PM Daemodand said

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@pcgneurotic City of Heroes is really good in housing, too. Game takes place in a city after all so it'd be hard not to. There are quite a few civilians tromping around, too.
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Posted: Sep 25th 2011 1:23PM Zyrusticae said

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@pcgneurotic

I feel compelled to note that, like in the real-world, most of the people are going to be [i]inside[/i] the buildings, not walking around outside.

After all, the typical office worker spends about 8 hours in the building, maybe leaving for 15-20 minutes for a lunch break, but otherwise you won't see them on the streets that much. And then when they get home, of course you're not going to see them - they're inside!

I will note that this logic only works for CO and CoX and other heavily urban environments. In most MMOs, like you said, there simply isn't enough domiciles to account for the number of visible NPCs, much less to actually be a decently sized village (much less a town or, gods forbid, a CITY).
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Posted: Sep 25th 2011 8:00PM JuliusSeizure said

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@pcgneurotic

I actually had your comment quoted here in mind when I wrote mine. ;) I didn't touch on it directly because I wanted to stay succinct.

NPC living space is definitely another aspect that bothers me about the truncated world-spaces, though I manage to keep it to only a slight bemusement. It does also bring up the issue of sustainability. Most games with any countryside at all do have farms present, but they're tiny and sparse for the needs of the civilians let alone the marauding mobs that obviously raid them for supplies.
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Posted: Sep 25th 2011 8:04PM JuliusSeizure said

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@JuliusSeizure

And of course then there's enough produce left over for players to purchase infinite quantities at their friendly local vendors. That's just plain weeeiiirrrrd.
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Posted: Sep 25th 2011 11:40AM Ordegar said

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One of the things that always bothered me in mmos is getting together a group of adventurers to help some poor people in need by killing some evildoer; then we return victorious! But wait...

"LFM to kill evildoer!"
"Evildoer killing group LF healer"

But I just killed him. :(

Posted: Sep 25th 2011 8:07PM pcgneurotic said

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Yeah, you're right there too and no mistake. In fact, I think LoTRO generally, and particularly the Shire, is the best at indicating both sustainable crop farming and animal husbandry, and is also really close to getting the cities and villages right in terms of residents-to-homes. I didn't reply in that 'which world would you live in' post earlier this week, but for the record I think LoTRO would have to be the winner there. It just feels *so* believable - the terrain, the geography, the way the populated areas are filled. Awesome.

Gotta go play me some LoTRO now, ha ha!
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Posted: Sep 25th 2011 10:20PM JuliusSeizure said

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@pcgneurotic

The Shire is pretty darn awesome. I mean, yeah, it's still much smaller than it should be, but at least everything looks just about right.
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