Video Game Cities Are Weird
Razbuten
0:00 When I first played The Witcher 3, I thought I had the full measure of what it
0:03 was capable of after a dozen or so hours of playtime,
0:06 but then I reached Novigrad and it kind of blew my mind.
0:09 I had played plenty of massive open-world games by that point in my life,
0:13 but while some had incredible and expansive wilds to journey
0:16 across and others had dense and detailed cities to explore,
0:20 I had never played one that did both convincingly.
0:22 In the ones that tried to, the cities never felt realistic.
0:26 For instance, take Skyrim.
0:27 While each of the cities are intriguing
0:30 and impressive in terms of theming and visual design,
0:33 they don’t really feel like proper cities;
0:35 they are far too small and singular in focus,
0:38 and their populations are miniscule, with each city having the amount of people
0:41 you’d historically expect to find in a small village,
0:43 and not a place with a fortified keep.
0:45 I don’t know, like when Nazeem asks if you’ve been to the Cloud district lately,
0:48 it’s a bit baffling because how could you not as there
0:51 is barely any separation between it and the rest of Whiterun.
0:54 Now, the choice to have smaller cities
0:56 makes sense given the general design goals
0:58 of Skyrim—they want you to feel like you can interact with anyone and anything,
1:02 and creating bigger cities where most of the inhabitants and buildings
1:05 largely act as set dressing would take away that aspect.
1:08 Also trying to scale the cities to something closer
1:11 to reality probably would have broken Skyrim’s engine irrevocably.
1:14 Regardless, of it being the right choice for the game,
1:17 it does still have the effect of making the world feel weaker.
1:21 It makes it all the more obvious that it is
1:23 just a representation of a city and not an actual one.
1:26 Novigrad however really feels like a city.
1:29 There are people everywhere you look,
1:31 all going about their business—and more often than not it isn’t
1:34 them just doing one task in one place for all time.
1:37 They move around, they seemingly have schedules
1:40 and jobs and important places to be.
1:42 Along with that, there are more buildings than
1:45 you can reasonably keep track of, the majority
1:47 of which tower over you making it feel like
1:49 the city itself is a world of its own.
1:51 It can’t be understood in just one glance and is as easy to get
1:55 lost within as the vast marshes and mountains of the world outside the walls.
1:59 Novigrad feels alive.
2:00 There is an energy to it that’s undeniable
2:03 and makes the game far richer because of it.
2:06 The city matches the scale of the rest of the world,
2:09 and how it operates as well as the fact that it exists within a larger context,
2:13 provides a sort of realism to it.
2:16 It could be a real city in a real world.
2:20 Now, of course in reality it couldn’t and isn’t meant to be.
2:23 The design goal of cities in real life is to adequately provide housing,
2:23 utilities, transportation, and work to those living in or around it.
2:24 Major cities are made to accommodate hundreds of thousands of people,
2:27 and require countless considerations in order to build something
2:30 that supports the people who reside within it simultaneously.
2:33 In games however, the design goal generally
2:35 is to support just one person: the player.
2:38 The infrastructure of a video game city doesn’t need to provide
2:41 anything for the NPCs living in it because their needs don’t exist.
2:45 It doesn’t matter that new ships will never come into Novigrad’s
2:48 harbor or that these carts in Assassin’s Creed 2 are
2:50 always stationary or that the powerlines in Liberty City don’t really
2:54 make any sense—although it does make for a fire AnyAustin video.
2:58 Actually, in that video he makes a point about
3:01 how video games are top down representations of real spaces.
3:04 The aim of developers is to capture a vibe, not create a functional place,
3:08 so they aren’t focused on creating practical cities—they’re
3:11 focused on creating something that feels close enough.
3:14 With the exception of stuff like City Skylines,
3:18 the vast majority of video game cities aren’t truly simulations,
3:23 they’re simulacrums—a word I only know from Dungeons and Dragons
3:27 and therefore am almost certainly missing its full philosophical context.
3:31 They are an imitation that doesn’t have the components to truly operate,
3:34 but when viewed from a certain perspective,
3:36 they are able to convincingly fake it.
3:39 Novigrad is not a functioning city,
3:40 however it has all the trappings of one that is,
3:43 making it extremely easy to suspend disbelief and feel that sense
3:46 of immersion we so often hope to find in games.
3:49 This illusion only takes a tiny amount of investigation to shatter though.
3:53 If you spend time following different people in the city,
3:55 you’ll find that each is not an individual, they are an archetype.
3:58 One who is assigned a zone to operate within and then move
4:02 around interacting with environmental prompts that align
4:04 with whatever their assigned tasks are.
4:06 She’ll clean clothes in any washtub she comes across,
4:08 he’ll pick up boxes to take from one spot to another,
4:12 he’ll count the inventory of every pile of stuff he sees,
4:14 but there is no rhyme or reason for any of it;
4:17 doing these things doesn’t give them new clothes to wear or earn them
4:20 money to help support their lifestyle or change the resources the city has,
4:24 because why would it?
4:25 Who cares about a nameless NPCs ability to meaningfully change their life?
4:30 What does matter is that at a glance,
4:32 it seems as if whatever they’re doing could.
4:34 And, in all likelihood, you’ll only give them a glance.
4:37 In the game, you’re a witcher and have better things to do
4:40 than watch this guy saw this piece of wood without ever making progress.
4:44 You’ve got a daughter to find and monsters to slay,
4:47 so while you may take a moment to appreciate the moving piece of the city,
4:50 the game is designed in a way where you’re
4:53 most likely just going to run by these people
4:55 because what you have going on is more important
4:57 and interesting than any single person’s mundane life here.
5:00 The game doesn’t need to do anything more because all that matters is
5:04 that it adds to the player’s sense that this is a real place,
5:07 giving more weight to the aspects of the gameplay
5:10 and story that actually do matter to them.
5:12 When Ciri feels like a missing part of a place with a sense of life to it,
5:16 it makes finding her feel even more important.
5:18 Designing a city in a way that enhances the player’s
5:21 experience obviously goes beyond how it operates or seems to operate,
5:24 it also can be seen in its layout.
5:27 Historically, major cities in the real world sprung up near
5:30 various water sources that best allowed for agriculture and trade,
5:33 and then had to take the natural environment
5:35 into account when developing their infrastructure; in games,
5:37 devs aren’t having to figure out how to build around the natural landscape,
5:41 they’re making the landscape.
5:43 The two can be developed together to match the architect's
5:46 vision and not have to compromise to account for reality.
5:49 The existence of a river might be used
5:51 in the lore to justify why a city is there,
5:53 but the actual reason is to give the player something to interact with.
5:57 So whether it be Novigrad’s river, terrain,
5:59 or placement of buildings—they all exist for the player and have the dual
6:02 purpose of seeming like a plausible feature
6:04 while also being engaging to play around.
6:06 Now, this all can be a hard line to walk,
6:09 especially when certain goals may be at odds with one another.
6:12 For instance, it seems pretty clear that CD
6:14 Projekt Red wanted Novigrad to feel like
6:15 a maze of a city that anyone could get lost in, but at the same time,
6:19 as the game puts a lot of emphasis on exploration,
6:22 they almost certainly wanted it to feel
6:24 navigable as to not create constant friction
6:26 for players whenever they try to go from one spot in the city to the another.
6:30 Depending on the quests the player pursues and choices they make,
6:33 one can spend an inordinate amount of time in just the city alone,
6:36 so making sure that moving through it didn’t feel worse than
6:39 moving through any other area of the game mattered a fair bit.
6:42 To their credit, as confusing as Novigrad may seem,
6:45 it is one of the few areas in The Witcher 3
6:48 where I feel like not using a mini-map is extremely viable,
6:51 and this is done through the inclusion
6:53 of clever landmarks and terrain that help guide players.
6:55 For instance, a few branches of the Pontar River cut through Novigrad,
7:00 creating distinct sections of the city.
7:02 To the south are the docks and various gang controlled neighborhoods,
7:05 in the center is the market district
7:07 which is also alongside some gang controlled neighborhoods,
7:09 and to the north is temple isle,
7:11 which is controlled by the worst gang of them all, the church of eternal fire.
7:16 There is a lot of space to get lost within,
7:18 but the various water features around Novigrad tend
7:20 to make it easy to get your bearings.
7:22 Finding the river gives you a straight shot to the docks and out of the city.
7:26 It also is right near Heirarch’s square which is
7:29 where many shops and quests are based out of.
7:31 Following the coast gives an easy path
7:34 through the docks and also to Temple Isle,
7:36 and even when further away from the bay, the sails of the ships docked in it can
7:41 be spotted from many different places across the city,
7:43 giving players something to orient themselves when a bit lost.
7:47 As for how it uses the terrain,
7:49 there are exceptions to this, but generally when going
7:51 north the elevation increases and when going south it decreases.
7:54 There are exceptions,
7:55 but generally when heading north there is an increase in elevation.
7:56 I imagine this choice stems from how we tend
7:57 to associate north with up and south with down,
8:00 so having that reflected in the topography feels pretty natural.
8:05 They also tie different social classes to various elevations,
8:08 with the upper class being at the top
8:10 of the hill and the lower class being at the bottom.
8:13 This has a fair bit of historical basis as nobles and royalty were often
8:17 settled at the top of hills
8:18 as they offered more protection from potential attacks,
8:20 but here it mostly serves to further create
8:23 a distinction between the various spots in the city.
8:25 Quest design even plays a role in making
8:27 the city more manageable to navigate by having
8:29 the starting locations for main quests and major
8:32 side quests all pretty easy to keep track of.
8:34 You can pretty much draw a straight line from the Rosemary
8:38 and Thyme to Hierarch’s Square to Sigimund’s bathhouse to the Passiflora,
8:41 And these are all places that are significant to the story being told.
8:45 While there are tons of streets that weave throughout Novigrad,
8:47 many end up funneling players down this line through the center of the city,
8:51 so if you can just have an understanding of that line,
8:53 you’ll typically be able to figure out where
8:55 to go without needing to overly rely on your mini-map.
8:58 Of course, some players still will just focus on their mini-map,
9:01 but those who don’t or have turned it
9:03 off completely won’t really be that disadvantaged for it.
9:06 Now, the inclusion of these aspects don’t mean that players
9:09 will never get lost or struggle to find a location,
9:11 but the general layout and the natural guides it
9:14 has most likely will lessen how often it happens.
9:17 These aspects aren’t necessarily things you will
9:19 actively think of when exploring the city, but they can be felt,
9:22 and this sort of subtle approach can have a huge
9:25 impact on how comfortable a player feels within a space.
9:28 Novigrad’s clever design leads to a city that not
9:30 only feels lived in, but feels lived in by you,
9:33 and by the end of your quest to find Ciri within it,
9:36 it goes from a city you thought you’d never understand to one you largely do.
9:40 I think it’s worth mentioning that despite being an entirely fictional city,
9:44 Novigrad does take cues from real medieval ones,
9:46 and its similarity to them kind of provides a level of legitimacy.
9:50 Some titles of course take this a step
9:52 further by being set in real world locations.
9:55 In Assassin’s Creed II for instance Ubisoft constructed mildly
9:58 faithful recreations of famous cities like Florence and Venice.
10:01 The layout of the land is mostly the same,
10:04 and they contain many real world buildings
10:05 that the game regularly points out to the player
10:08 and provides information on, and this gives a sort
10:10 of validity to the city as a whole.
10:12 Almost like if these buildings are right, then the others must be as well,
10:15 and of course that’s not really the case.
10:17 The buildings that fill in the rest
10:19 of each city are plausible, but not accurate.
10:21 Doing a perfect one-to-one recreation of what a city
10:24 looked like over 500 years ago would be impossible, and more importantly,
10:28 it wouldn’t support the main goal of the game which is to make
10:32 Ezio’s climbing and freerunning feel as fun and interesting as they can.
10:35 Everything is scaled so that the player always has
10:38 an opportunity to make a daring escape or an undetected approach.
10:41 Buildings tend to be perfect jumping distances from each other,
10:44 windows and other ornamentations are spaced at just the right
10:47 distance to almost never halt Ezio in his tracks,
10:50 and, of course, hay bales are never far from the highest lookouts in the city.
10:54 It takes just enough from reality to make the city believable,
10:57 but then every aspect of how it operates
10:59 from the people walking around who you can
11:01 blend in with to scaffolding that helps you
11:03 get from the street level to the rooftops, is in service of gameplay.
11:07 Another, more modern example of this can be
11:09 seen in Grand Theft Auto 5 with Los Santos.
11:12 Now while it is inspired by Los Angeles,
11:14 Los Santos is still clearly a fictional place.
11:17 It has plenty of notable LA landmarks that even
11:19 people who have never been there would recognize,
11:21 but it isn’t worried about presenting them faithfully,
11:24 giving Rockstar more freedom with how they structure every bit of the city.
11:27 In fact, they do a lot to change up the terrain,
11:30 and it actually uses the same elevation trick as Novigrad where,
11:33 atl east in the city proper,
11:35 going up hill tends to take you north and to richer areas,
11:37 where going down hill brings you south and to lower
11:40 income parts of the city—a technique Rockstar seems
11:42 to be somewhat fond of as it can also
11:44 be seen with Saint Denis in Red Dead Redemption 2.
11:47 Regardless, the inclusion of aspects that many people see everyday
11:50 whether it be in person or in film or television,
11:53 provides a familiarity to the city that makes it more believable,
11:56 but then everything else is meant to improve the gameplay.
11:59 What I find most interesting about Los Santos though,
12:01 and this can really be said for every city in the Grand Theft Auto series,
12:05 is that certain aspects that are brought in from real life,
12:07 serve an opposite function within the game.
12:10 For example, traffic cones, and delineators,
12:13 and stop signs aren’t placed around the world
12:15 to give you something to look out for and avoid,
12:17 they are there for you to run into.
12:20 Honestly, this is even why pedestrians are around.
12:23 Grand Theft Auto is a series about ignoring inhibition,
12:26 of leaning into chaos and intrusive thoughts that cross your mind.
12:30 The things that are there in real life to get
12:33 us to pay attention and slow down and be safe,
12:35 are meant to not just be ignored in Grand Theft Auto, but to be transgressed.
12:39 It is a city that looks the same as ones in the real world,
12:42 but the way players are supposed to engage with it
12:45 is fundamentally in opposition with how they would in real life.
12:48 Honestly, I think this is part of why with GTA
12:51 and other games that take a similar approach to it,
12:53 people get annoyed that they can’t enter every building they come across.
12:57 While this obviously isn’t something most of us would do in the real world,
13:00 theoretically you have the ability to break into almost anywhere,
13:03 sso the fact that in a game that is all about theft and destruction of property,
13:07 most buildings don’t have insides you can break into, the absence is noticed.
13:12 Of course, having interiors for every single
13:14 building would be a ridiculous use of time,
13:17 and the benefits of it would not outweigh the toll it would have on the studio,
13:22 but pragmatism aside, not being able to enter any house does still have a slight
13:26 negative impact on the experience the game is trying to cultivate.
13:30 All things considered though, these hiccups are pretty few and far between.
13:35 The city and how it operates is designed to help
13:37 allow the player do what they want without many obstacles.
13:40 Roads are bigger relative to cars than they are
13:43 in the real world making it easy to swerve between them.
13:46 Despite Los Santos being based on LA,
13:48 you also never will find yourself in a traffic jam.
13:51 Curbs are low and easy to drive over, exits on the highway are frequent,
13:55 and places to hideout from the cops during a chase
13:58 where no one will rat you out are abundant.
14:00 Like even Los Santos’ demographics play into this.
14:02 There isn’t a single kid in the city—if Rockstar had included them,
14:06 in order for the game to get a rating,
14:07 they probably would have had to go the Skyrim route of making them invincible,
14:11 which would have impeded on the players
14:13 ability to be as destructive as they want,
14:15 so to not get in the way of that, they’re just not there at all.
14:19 The Grand Theft Auto series is meant to feel like a chaotic playground,
14:22 and while on the surface it resembles a real city,
14:25 the shifts it makes to real things are just enough to allow you
14:28 to engage with it in a way most people never would in their own life.
14:32 In contrast to this, in Rockstar’s follow up to GTA 5, Red Dead Redemption 2,
14:36 the design goal seems much more about including
14:39 things that will enhance the story of Arthur Morgan.
14:43 It is still a bit of a chaos playground,
14:46 but by and large the game wants players to experience
14:49 his life and not just use him as an avatar for destruction.
14:52 While there are choices that do influence who Arthur becomes,
14:55 there is a distinct story the game is aiming to tell,
14:58 and almost every aspect of the world plays a role in telling it,
15:02 and this is reflected beautifully with the city of Saint Denis.s.
15:06 Reaching Saint-Denis is a pivotal point of the story for Arthur.
15:09 Throughout the whole game,
15:10 the Pinkertons are closing in on the Van Der Linde gang,
15:13 pushing them into a corner, and Saint Denis is that corner.
15:17 It represents the way of life they have been rejecting this whole time.
15:21 Where Novigrad feels similar to the rest
15:23 of the world of the Witcher 3 just massively compressed,
15:25 Saint Denis feels like a whole new world all together.
15:29 The roads are all paved in stone,
15:31 trollies attached to powerlines weave through the streets,
15:34 and smoke from the factories clog the skies.
15:37 Civilization is creeping into the frontier that Arthur
15:40 and gang has rode and ruled over, and time is starting to run out.
15:44 It is designed to make you feel equal parts awe
15:47 and dread as this new way of life starts to take over,
15:50 and it also aligns thematically with the struggles Arthur
15:52 is going through during this section of the game.
15:54 What or who can he trust in in this ever changing world?
15:57 Who is he if everything he once lived by gets left behind?
16:01 What does it mean to live a good life?
16:04 Technically players can reach Saint-Denis whenever they want,
16:06 but coming by it through the natural progression of the narrative,
16:09 creates a really powerful moment of story aligning with setting.
16:12 Of course, while I do love when games use
16:14 the juxtaposition of going from an open expanse to a dense
16:17 metropolis to hammer home a theme as it also serves
16:20 to make the world as a whole feel more cohesive,
16:22 and like it exists beyond the game,
16:24 there is also something to be said about titles
16:26 that use their setting to make players feel eternally isolated.
16:29 Take, Cyberpunk 2077, it largely takes place all within Night City,
16:33 and it sort of does the opposite of Grand Theft Auto
16:36 5 in terms of not getting in the way of the player.
16:38 Where Los Santos is simple and quick to navigate,
16:41 Night City is an utter mess of roads and buildings that barely make sense.
16:45 There’s a really great video by Morphologis
16:47 where he examines the design of Night City,
16:50 and one of the major things he talks about there is how
16:52 it really feels like a product of the setting it takes place within.
16:56 Cyberpunk as genre is one where corporations and capitalism
16:59 are king and red tape and regulations are for losers.
17:03 When some industry needs a building or a road
17:06 or anything really that will help their bottom line,
17:08 it gets built regardless of its long-term efficacy.
17:10 Night City is an amalgamation of countless ventures that are barely compatible,
17:15 making the city itself a nightmare to move through efficiently.
17:18 And, as I brought up with Novigrad,
17:21 while it may create the desired effect of feeling
17:23 lost within and locked in to the city,
17:26 it also risks alienating players whenever they have to move through it,
17:29 but what’s different here is that navigation feeling so
17:31 sloppy plays into the major themes of the setting.
17:34 That of overwhelming urban expansion that hardly
17:36 cares about the people living there.
17:38 In the scheme of the greater system you barely are even recognized as a pawn,
17:43 and the city is almost suffocating in an oddly beautiful way.
17:46 Unlike Novigrad, Night City is not meant to ever be understood,
17:49 and while you may be able to orient around some major structures
17:51 and figure out the layout of a few more regularly traveled areas,
17:54 it is hard to ever break free
17:56 of the navigational tools the game offers like the mini-map.
17:59 And for those who watch me a lot,
18:00 you might assume I’d think this is a bad thing,
18:02 but I actually think it works better here than in most titles as another
18:06 major aspect of the genre and this game in particular is a reliance on tech.
18:10 It is the main way your character gets upgraded and is a part of who they are,
18:14 so needing to rely on a mini-map to get
18:17 pretty much anywhere fits in perfectly with this concept.
18:20 Despite exploration being an element of Cyberpunk 2077’s design,
18:23 it’s not what the game really centers around,
18:26 at least when compared to something like The Witcher 3.
18:28 The point of Novigrad’s scope is to make searching
18:30 for Ciri feel like looking for a needle in a haystack,
18:33 but the point of Night City’s scope is
18:35 to make living within it feel inescapable and heavy,
18:38 which I imagine is why CD Projekt Red leaned more into creating
18:41 an incredibly dense and abstruse place instead of one with obvious signposting.
18:45 The idea of a world beyond Night City almost feels impossible,
18:48 and that’s also what makes it feel so enticing.
18:52 I think the reason cities in games pique my interest in a different way than
18:56 other settings do is because of how layered they need to be to feel realistic.
19:00 There are so many moving pieces all concentrated in a relatively small space,
19:04 and that is a harder thing to fake than a village or a cave or a forest.
19:08 When looked at beyond the surface level,
19:09 almost all of them feel wrong in one way or another.
19:10 Realism in games is a pretty common talking point,
19:12 and as graphical capabilities become more
19:14 robust and mechanical systems more complex,
19:16 we get closer and closer to being able
19:19 to make games that truly simulate more of reality.
19:22 While I am sure that there could be
19:24 an incredible title where you are an inhabitant
19:25 of a simulated city—one where the actions of NPCs change the state of the world,
19:29 where the locations of things matter in order to keep the city running,
19:33 where any action you make can interrupt the process of the place you’re
19:36 in—I don’t think that this kind of dedication to realism will make games better.
19:40 It sounds good and in the right context could be good,
19:43 but for the most part, I don’t think it’d actually serve most titles.
19:47 Games are tailored experiences aimed to get players to feel specific ways,
19:52 and that means creating a reality to make them feel a certain way.
19:57 And I think that’s what players want.
20:00 They want a city that feels alive and is intuitive to move through,
20:03 they want one that enhances the core gameplay,
20:06 they want one that allows them to experiment
20:08 in ways they never could in real life,
20:10 they want one that enhances the story being told.
20:13 Video games cities are weird because if they weren’t they
20:15 wouldn’t be able to support the vision of their respective games.
20:18 Ultimately, as much as we may say we might,
20:21 I don’t think we really want realism,
20:24 at least not to its fullest extent—it’s limiting
20:27 and in the context of games often pointless;
20:30 what I think we actually want is the illusion of realism
20:36 but as recognizing that something is an illusion often breaks the illusion,
20:40 I guess let’s just say we do want realism.
20:43 And while we’re doing some pretending,
20:47 let’s pretend like this transition is good.
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