I am going to reply to your post in chunks, so please do not be offended ? I am simply trying to organize my thoughts based on yours.
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But if I have one city what's to stop everybody from branching off and going on hunts leaving the city empty when a new player comes online?
It is very likely that, a large portion of the time, any given player is going to spend their time outside city limits hunting, pillaging, role-playing, etc. This is regardless of how many cities you have, unless you provide the things that drive people away from cities (hunting, dungeons, etc.) inside the cities as well. This I do not deny, and will even admit that having only one (or very few) cities would give more reason to seek solitude outside of guard protection, but when there are fewer cities, it is obvious that, proportionately, a larger number of people will be in the available cities than otherwise.
In the worst case, the people who would have otherwise spent their time in practically empty (by this, I mean less than 10 to 20 players) cities would spend their time in the wilderness instead, and you have lost nothing. One could easily argue that providing cities for content rather than wilderness just shows you put more thought into your world, but this is another topic. What is much more likely, though, is that, proportionately, more people will be in each city if there are fewer of them at any given time, than if there are many of them.
When I was speaking to the idea of emersion and depth, I was not thinking of the new player at the time, so my above comments are geared towards anyone, not just new players. Often, it is the first impression that counts, though, and in the unlikely event that everybody is out hunting at the same time, then yes, the new player is going to feel alone. That is no different than if he were born into one of many empty cities, though, so you have still lost nothing, but have gained the more likely occurrence of a populated city.
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What about people that actually want to live in a distant city, away from all the other players so they can go home to some alone time if they feel that way? It does happen.
While I am not denying that this does happen, the concept of going to what is supposed to be a city to be alone seems contradictory to the notion of what the word ?city? conjures up in my mind. Being inside a home within the city, on the other hand, should provide as much solitude as it does in the real world. If they wish more solitude, they can choose to live outside a city, like in the real world. Realism, after all, is a huge part of emersion. Having many cities accomplishes the same thing, except that it gives players the option of living in what seem like ghost towns.
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If I have many cities, people don't get a vague empty feeling if they stick to the populated town.
This still kills the emersion and wakes the player up (whether they realize it or not) whenever they either need to or happen to pass through one of the non-populated cities. This is the exactly what Dev and I were speaking to on the official servers ? empty ghost towns that scream ?this world is not alive!? whenever you left Britain. Having fewer cities satisfies the expectation for every town to have at least some life to it. While players will likely stick to the capitals in a world with many cities, they will still need, want, or accidentally end up in another, empty town, and that is when it hits you the hardest that the world is not real.
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When they do go to another big city, it'll likely be due to an event, when everybody else will be there. Suddenly it's not an empty city.
Yes, but what about the rest of the time? You said yourself that players will have need of each city, and therefore require visiting them when they are not populated. This, again, leads to the rude awakening that it is not as real as it could be.
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I only think an empty city takes away from a world when people start spending time there, but at that point it isn't as empty any more. It isn't as if I'll have people wandering into an empty city while out on the hunt, there's enough space between them for that.
It is very hard to immerse oneself in the depth of a world if it requires that you ignore the presence of empty cities except during events. People are natural explorers, and cities are obvious places for people to seek out and explore. Even after having explored them (and suffering the initial empty-shock), people will often return for resources or just ?for fun?, and every time they do so, they will have the thought of it all being fake creeping up through the back of their mind.
Assuming that, just because people spend time there, it becomes less empty is assuming that enough people spend time there at the same time to make it seem like a city ? which is unlikely, unless you have few cities or many players. Sure, some cities will have more players than others, but until they reach a threshold that our minds can reasonably accept as being plausible for a city, it still takes away from the depth considerably.
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I don't know, I don't feel a loss of atmosphere, unless a player goes to an empty town and stands around feeling lonely waiting for some action. If they're feeling that alone they can simply go to a popular location. If a person checks out the ancient library of one city, or the military headquarters of another, or they venture off to a mining city to get work done, and so on, they aren't in an empty town doing nothing. They're checking out all of the amazing sites without having to be in the same town all the time, and without having to wander off into the great outdoors ever distancing themselves from "the" city without a chance of finding another town unless they turn back.
Being in an empty town doing nothing is something that nobody will do unless forced to. In that scenario, the creeping feeling of loss of emersion would be so intense that they would likely get up and get a snack while they wait for whatever it is they expect to happen, maybe even go watch TV. That is not the scenario I am referring to ? the scenario I am referring to is when a player, for whatever reason, enters a city that is not populated enough to satisfy what your mind would believe is plausible for a city of that size ? and this is usually a high number of players; much more than a half-dozen miners and a dozen carpenters that you might find in Minoc.
While having additional points of interest other than ?the? city is certainly an appreciable goal, I fully believe such a goal may easily be fulfilled by other methods than providing additional cities. Mining camps, for example, lumber camps, or very small villages would suffice for most situations, even ruins.
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Now, anyway, I'll stop before I feel like I'm arguing or trying to sway people to my own belief. I think anything can work if you make it work. It's just a matter of how much of a challenge one wants, and what world they want to work in. I want a big world, with cities, dungeons, forests, ruins, tons of hunting grounds, unexplored locations, stories, etc. etc. etc. I don't think that's wrong, and I don't think I'm going about things in the wrong way. I just managed to get tired of everybody saying "you should do it this way". I'm just saying hey, you -can- do it this way, if you want to.
I don't think this particular thread has gone that way, but I do know I've seen people in general go from "that might not work" to "that will not work" and instead of "here's my idea, you may want to try it" to "hey here's what you should be doing, I know it's better". This is one of the last best communities around and I don't particularly want to see it go that way. If people want to go with what you think is best, that's cool. If they like what I'm saying, equally cool. If they want to tell us all to go stick it so they can go they're own way, that's honestly the best thing they can probably do. But I always believe having every option and opinion is best, so I back mine up with a few teeth, so to speak, to make sure people don't think I've been completely invalidated. *g*
I fully agree with you, more ideas are always welcome, which is the motivation behind my participation in this discussion. I am not attempting to say that you are wrong or that I am right, but merely discussing the drawbacks and benefits behind what I believe is the better option, as you are doing as well. Nothing but constructive debate is my goal. Arguing for or against something is one of the best ways to gain insight into aspects that might have gone unnoticed, so long as you remain open-minded throughout the process.
No offense intended by anything I have said; constructive debate is all I intend!