Disclaimer
This is an attempt to reflect on the theme of the living city and an attempt to implement it. Unfortunately, the text is largely literary, and such a text does not lend itself well to translation.
A Living city
A city where life flows… or does it just feel like it?
A city in which life can be felt flowing: people walking in the streets, traffic moving. How to do it. And is it necessary?
For a city to feel alive, each resident must have a role. As far as it is written out and implemented, the city is perceived as alive.
It is necessary to determine how full and deep is the desire to simulate life in the city. Also, the time span in which the simulated life is to take place must be determined. If the time period is years, it is desirable to provide for the maturation and ageing of the characters.
The player may wish to keep track of a resident. If one were to go along with this wish, then the residents should basically have, at the very least, a job and a house. Or some may be homeless, but a place to sleep is still needed. Incidentally, in Cyberpunk 2077, only the homeless have a place to sleep — it's not possible to go into a flat with regular people unless it's in the story.
Consider the simulation of city life to the max — in the life simulator.
Mode of the day, week and year
During the day, characters need to satisfy their natural needs — eating and sleeping. (In hardcore simulations, there's also the use of the toilet.) The average citizen has a home and a job. If it's not a remote job, he moves between the two. When he needs to eat, he cooks at home (and goes grocery shopping) or goes to a canteen/cafe. This is daily.
There are weekends. Usually there is no work at the weekend. A time off when a person does not go to work. Weekends may be filled with parks and other recreational facilities that are empty on weekdays. There may be shift work. Shift work may range from work/rest days to 7/7 or work in day/evening/night shifts. This is a weekly schedule.
I should point out that the 8/8/8 work/rest/sleep daily schedule of most civilized countries is a relatively recent phenomenon by historical standards. And in fictional worlds, it doesn't have to be followed at all.
Life in the city is considered here. Seasonal and weather changes have little effect on city life. But it should be noted that if rural (village) life is simulated, they become crucial. Work in the field: sowing and harvesting crops, animal husbandry, is very much influenced by weather conditions. But during the holiday season, many urban dwellers leave the city. It's an annual regime.
Each character has a different character in reality. The character's reactions to different events depend on it. Usually even the gait is different.
The everyday life of the city
To bring the city to life, it is advisable to think about how to display the following aspects of city life:
- Construction, repairs to roads and buildings
- Services in the city
- Industry
- Cultural life
- Police, crime
- Medicine
- Transport
Not only people live but also the city itself. It expands, rebuilds or empties if depressed. Buildings and roads deteriorate, if time passes noticeably — they need to be repaired. Every day it has to be cleaned of dirt: dust in summer and snow in winter.
Some businesses have an impact on the style of the city. The cultural and religious sensitivities of the population influence the style of the city. Every city has its history.
Accidents happen: accidents, fires, crimes — emergency services and police have to react to them.
Transport, including public transport, moves through the streets. The volume of traffic depends on the time of day and the day of the week.
This also applies to the country simulation, but on a larger scale.
Fast travel
A very important point here is that everything in the simulation is calculated. And fast travel (so popular in almost all games) strongly contradicts this. It turns out that if you move quickly, you need to make a lot of calculations in a short amount of time: who will be next to the player at the end of the fast travel — all the calculations need to be done quickly, as time with this method of movement is greatly accelerated.
The process can be made a little easier by using transport: when boarding and disembarking, a simple animation can be played, which will give some time and free up resources for the calculation.
The simple question is "What of all this will the player see?"
The honest answer is, "Well, not nothing at all, but very little."
In the simulation, you can click on a character to find out his or her history and proclivities. To find that out in the game, you have to talk to the character and justify why he wanted to spill his guts. Or collect notes, but you also need to explain why they were compiled.
What good is the most heartfelt life story if the player doesn't know about it? It's not enough to compose a story — you have to deliver it to the player.
Often the payoff of a carefully crafted life simulation will not be noticeable. But it will consume a very lot of computing resources. Therefore they do not make a live city, but limit themselves to external, very simple behaviour patterns and a small number of scenes.
Full simulation is only needed in the simulator, otherwise simplification is sufficient.
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Translated with http://www.DeepL.com/Translator (free version)