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Designing a City for Supers - is my sandbox big enough?
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<blockquote data-quote="Felon" data-source="post: 5769110" data-attributes="member: 8158"><p>Well, living in here in Atlanta, I would say that the part of the city that could be classified as metropoitan is not that large. Of course, this is part of the illusion of the comic book world, where the downtown canyon of skyscrapers seem to sprawl endlessly, and everyone lives uptown in a megaplex of giant apartment building. The downtown/uptown sections of real cities--even metropolises--are actually fairly compact, and a traveler cutting a straight line will hit highways leading out of the heart of the city pretty quickly. </p><p></p><p>Most cities consist primarily of residential districts sprinkled with small commercial zones, and these don't feature a lot of neat-o adventure-facilitating locales, just boring old homes. Which is why I, for one, wouldn't strive for a great deal of specific detail when designing a city for the purposes of adventuring. The terriory would become too familiar very quickly, and it would sort of paint me into a corner as far as ideas for establishments and districts that weren't initially accounted for.</p><p></p><p>On a personal note, the main reason I found City of Heroes made for a stifling superhero experience is specifically that it confines a superhero's adventures to a city. Traveling to outer space, the center of the earth, secret government facilities that hover above the clouds, the anti-matter universe, ancient forgotten cities--that's exciting. Compare that to duking it out in cubicle farms and public libraries.</p></blockquote><p></p>
[QUOTE="Felon, post: 5769110, member: 8158"] Well, living in here in Atlanta, I would say that the part of the city that could be classified as metropoitan is not that large. Of course, this is part of the illusion of the comic book world, where the downtown canyon of skyscrapers seem to sprawl endlessly, and everyone lives uptown in a megaplex of giant apartment building. The downtown/uptown sections of real cities--even metropolises--are actually fairly compact, and a traveler cutting a straight line will hit highways leading out of the heart of the city pretty quickly. Most cities consist primarily of residential districts sprinkled with small commercial zones, and these don't feature a lot of neat-o adventure-facilitating locales, just boring old homes. Which is why I, for one, wouldn't strive for a great deal of specific detail when designing a city for the purposes of adventuring. The terriory would become too familiar very quickly, and it would sort of paint me into a corner as far as ideas for establishments and districts that weren't initially accounted for. On a personal note, the main reason I found City of Heroes made for a stifling superhero experience is specifically that it confines a superhero's adventures to a city. Traveling to outer space, the center of the earth, secret government facilities that hover above the clouds, the anti-matter universe, ancient forgotten cities--that's exciting. Compare that to duking it out in cubicle farms and public libraries. [/QUOTE]
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