Yeah I'm thinking about this, too, because I'm making a game set in a living, breathing city, where you go about making small changes to people's lives to make them better. It's heavily inspired by the movie "Amelie".
So I'm wondering how to balance the difference between a "large" city (in size), and a city that is full of activity. Because obviously a smaller city can have more activity, but will you lose that feeling of exploration when exploring lots of houses. I want the player to be free to explore the city how they wish, with tons of little secrets inside the city, meet new people, find new hobbies/activities/interests, that kind of thing.
Yeah, I'm ambitious. #dealwithit
QUOTE (Oceans Dream @ Apr 15 2012, 06:54 PM)
Even real towns can have varying floors, small roads/alleys, government buildings, temples, nice architecture and all (Particularly early mediterranean ones) so I'm not just suggesting these things to build some crazy fantastical town (nothing wrong with those either, I love them).
Basically, *this*. Oceans Dream you set my imagination on fire
This post has been edited by thatbennyguy: Apr 30 2012, 01:00 PM