Still. Just because that happens now, doesn't mean it will happen in the future. Why write a fancy-pants retroactive town simulator when that entropic decay won't be an issue in the future?
Actually, I kind of split the response to your previous post in two, making the last post a complete post unto itself in order to help underline the problem by not letting it get mixed up with the alternatives.
I'm imagining that, at present, cities claim a certain region of land for "this is my site" early on. External fields are new sites, added as needed. Hence the preplanned look of that city; it has to be, because land is claimed in advance.
Once sites can expand over time, I'm sure cities will do better there.
That said, it's almost unimaginable to me that cities would not be generated during worldgen, but would instead be retroactively created later. That's asking for trouble, because it means a city you've visited as an adventurer will likely develop in a different way over time (once that's implemented) than one you have never visited.
Remember that it's ideal that people will create a world and then play LOTS AND LOTS in that one world, without needing to gen a new one.
The reason why this is, however, is that it MASSIVELY cuts down on save bloat. The save file of a world doubles in size on your hard drive the instant that you actually embark or visit a large site. Just an empty 3x3 embark takes up several megs of space.
When you play a game like, say, Oblivion (an example on my mind because of all this talk about Daggerfall) then you have all the unnamed characters and random caves simply reset every three days if you haven't actually looked at them. (Meaning that a cave full of bandits respawns, and all its treasures can be looted again, and all its bandits can be killed again, but anything you left there has now disappeared.) On the other hand, named characters are dead forever if they happen to be killed by a crab somewhere offscreen without you knowing about it, and any quest related to them can never be completed because of their death.
To an extent, something like that has to be used just to prevent the fact that the player can mess with so many chests, random NPCs, and simply kick over so many chairs or push books off of counters whose positions need to be recorded individually that the save files would become even more horrifically bloated than they already are without them. (Plus, the gameworld is small enough that you would eventually depopulate a pretty wide swath of the world.)
There have to be two ways of doing things -
- Players who don't visit a city for long enough might simply have that city removed from the saves altogether, and go back to being a sort of Schroedinger's Box after a set amount of time, like how Oblivion does it, but where the town can be built up or stripped down from its "pristine" condition if time passes. This assumes some sort of period of time that passes will basically make whatever changes the player performed on the town glossed over by whoever visited the town afterwards. If half the population was killed by the adventurer, then the rest of the survivors would just be assumed to have deconstructed old buildings for materials, and rebuilt the town in a huddled-together mass.
- Players who stay in one city for long enough are basically going to actually SEE changes to the city taking place. If an adventurer sticks around a city for ten game years, then odds are, the player's going to have to witness some births to go along with all those deaths. The player's going to need to see the dead king's heir take the throne. The player's going to watch the new wall slowly be built up day after day.
This wouldn't be a problem in the case that the player actually spends the overwhelming majority of their time in one specific city (in which case, only that one city only has to be closely tracked), but the game has to be smart enough to recognize when it is one case and not the other.
The other thing is that towns being put back in Schroedinger's Box need to at least look superficially similar to what it looked the last time. Some sort of seed or guidelines for construction does still need to be retained for when the city is rebuilt.