Hey this is a really interesting thread Aki!! I'm actually really interested to discuss this because I actually find it really interesting :grinning: When I first started thinking about region design, I thought that it really didn't matter if it was based on a real life place or not. I knew that the official games did it, but I thought you'd have more freedom in terms of environments and Cities if you just went with something entirely made up. I guess this is still true really, but now a days I really do prefer when regions are based on real life places.
I don't really think it limits creativity all that much anymore. The region just has to be inspired by a real world place, it doesn't have to be an exact copy (for example, there's no desert to the north of Manhattan :P) If you want a desert or snowy area in a part of the world that doesn't have one, there's really no harm in adding it in. I doubt most people will even really know the difference anyway, or even know the place the region is based on in the first place. On the other hand, I also think it's cool when you stick to the inspiration really closely, especially if the inspiration for the region is a place you've been to, or the area around where you live. That way, you can exaggerate specific details that stick out to you in the inspiration for towns and other locations and really make them feel special, unique and more real feeling. It can also be interesting if you're doing Fakemon, since you can design them based around animals of legends from the area the region's based off of. I just think that type of stuff's really cool.
Let's look at how I've handled this (and how I've planned to handle it in future/in development projects):
Pokemon Umber:
I think just yesterday I mentioned that Umber Island, where the game takes place, is based off of the real world island of
Tenerife of the Canary Islands, Spain. This is a place me and my family go to a lot on holidays, so I really had a vivid vision about how the environments should feel: scrub-land, volcanic, rocky, no grass and little vegetation. In fact, I even bought my laptop with me when we went there last summer and worked on the game from the location it was based on! I think going there and actually having experienced this place really helped me to accurately convey the feeling of the real world place, and also made the environments unique and interesting to experience. Of course some parts were embellished or created (for example I'm unsure about whether there are extensive cave systems on the Island, and the people there currently don't worship Island deities), but overall I think it was really cool that I got to portray a real world place and try to recreate the feeling on the land and of being there.
Areas I was inspired by included:
- Los Cristianos
- Mt Teide
- Assorted Mountain trails and villages on the volcano
- One specific dive site (I scuba dive, so I actually dove there and got MAJOR inspiration for the diving section of the game)
Main Project(?)
:
For my 'Main Project', I'm also basing the region on real world places. Again, I'm going with a place I've been to, and actually even where I live: the South-West of the UK. This time around, I've planned to have the inspiration be less direct than it was in Umber, but it will still be HEAVILY INSPIRED. For example, I've kinda mixed up two different areas of the SW into one (being the counties of Devon and South Gloucester) so I can use all of my ideas for different locations and have them fit on the same map and not have one half of the region really far away from the other. What's really cool about basing your region around the area you live over an area you've previously visited is that you don't just have memories to rely on, but you can actually visit the place easily if you want some inspiration! For example, I wanted to base and area off of Cheddar Gorge, so I just convinced my family to jump in car for half an hour go on a hike there :P
So overall, I think basing your region on a real life place is a really cool and interesting thing to do. While it's defiantly not necessary, I can certainly see why Game Freak always chose to do it. It can lead to some really cool areas and lead to conveying a really specific feeling to the player.