So I've only just hopped on the Pantheon bandwagon, and watched the 2017 stream of "Making of a City". I love the feel, from the vast walls all the way down to the stalls in the plaza. But do you think there will be variation in the feeling of the city in its various "sectors"?
If you imagine a city like NYC, you have broad commercial swathes near the Financial District and different portions of midtown. But you also have quieter residential areas in West Village, university areas in Greenwich and eastern neighborhoods, municipal hubs, parks, dilapidated areas, sketchy or secretive winding areas, the list goes on. I would love to explore cities that have these nooks and crannies within a game as well.
I would think this would depend on the race and make up of their characteristics. One race would lean more toward planning a city, another would lean more toward tribalistic lay out. In the old EQ days I really liked Freeport, felt like a central hub for a lot of movement, buildings piled up and one area, other areas would be broken down and open. Felt like it was overwhelmed with influx of humans. The Trolls had a more sprawled out and chaotic layout. With rivers running through middle of town and little cave areas with alters, and odd ball shops just pop up.
I would think they will look at each race and how they got there and build their city to fit their style the best they can.
I would like to see city faction dynamics within each city. That is, at first depending on your race, class, etc... you have varied access to areas of the city. To gain more access, you need to do faction quests (could be numerous types of objectives) to gain an amiable relation to that area of the city. This could include going into dungeons within the city area, to doing questional factional quests/objectives within the main city (which could turn you overall to the main city).
With this, numerous depths of play could be created within a city environment itself. Now... a lot of this game play could be handled with the secondary features of development (ie similar to the diplomacy system in Vanguard), but the point is you could create numerous focuses within the game that isn't simply fighting mobs in basic dungeons.
Tanix said:I would like to see city faction dynamics within each city. That is, at first depending on your race, class, etc... you have varied access to areas of the city. To gain more access, you need to do faction quests (could be numerous types of objectives) to gain an amiable relation to that area of the city. This could include going into dungeons within the city area, to doing questional factional quests/objectives within the main city (which could turn you overall to the main city).
With this, numerous depths of play could be created within a city environment itself. Now... a lot of this game play could be handled with the secondary features of development (ie similar to the diplomacy system in Vanguard), but the point is you could create numerous focuses within the game that isn't simply fighting mobs in basic dungeons.
I like the idea of a layered city environment that has varying accessibility based on quests/activities/diplomacy system. What you said gets at the heart of how I feel, that with a world like this, there are days where I don't want to go fighting, and a city is a great environment to go do something else in if it's done well!