Timeline for Underground as an engaging environment?
Current License: CC BY-SA 3.0
6 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Aug 2, 2013 at 6:18 | comment | added | GMJoe | @Johnny Also note that a vertically-aligned city is actually pretty hard to live in, compared to a horizontal one. As a practical matter, people tend to build cities where living is convenient, so while routes between cities may be vertical, the cities themselves will rarely be. | |
Aug 2, 2013 at 6:16 | comment | added | GMJoe | @Johnny Cities separated by caste are often used in fiction because it's a useful analogy for making a caste or class distinction blindingly obvious, but it's not a hugely realistic situation. Sure, any city will have its good neighbourhoods and slums, but they rarely have well-policed borders, are rarely laid out in a clear gradient, and they tend to shift as fortunes and fashions rise and fall. More realistically, a city's population will be distributed as required by the major modes of employment: A theoretically rich district will usually have an awful lot of poor servants living in it. | |
Aug 1, 2013 at 7:21 | comment | added | John | Vertical is certainly an intriguing way to go, especially for cities; however, going all vertical makes me worried due to the cities inherently inclining to a caste-like concept too much. Ideas? | |
Aug 1, 2013 at 4:59 | comment | added | CatLord | With my games underground and above ground tend to only be separated by stating that there's a ceiling or not - it's all in the presentation of the NPCs. | |
Aug 1, 2013 at 4:45 | history | edited | GMJoe | CC BY-SA 3.0 |
Altered wording for clarity.
|
Aug 1, 2013 at 4:38 | history | answered | GMJoe | CC BY-SA 3.0 |