Been playing some SaGa Frontier Remastered again. Little bit of Red and Blue. One big thing that continues to impress me on replay is how the game does a lot with a little.
A few observations.
1) Towns and cities are not specifically tailor made for you, the player. Manhattan is a futuristic sky city with a shopping mall. In any other game, said mall would have loads of stores to buy all the adventuring essentials; in SaGa Frontier, the only points of interest are a jewelry shop selling accessories and a restaurant that only serves as a meet-up place.
Devin is where you'll go to buy your Arcane and Rune magic and where you'll initiate two of the longest sidequests in the game. It also has an extremely diverse range of fortune telling scams presumably designed to make money off of tourists (not that you pay them).
Baccarat has an enormous casino and floors upon floors of hotel rooms. You are not here to play gambling mini games, you are here to pursue a gnome in the catacombs.
Owmi is a port town that has a mansion with a monster-infested basement, an inn, and the one port that goes to Nelson. Nelson is a port that has a gold ingot seller at its pub and a shop that sells one sword and one suit of armor and nothing else.
Yorkland has no shops at all, it's just a place where people live and brew sake. Outside of recruiting an ogre and drunkenly staggering through the kraken-infested swamp searching for a card there is nothing to do. Don't bother visiting Lute's mom, she'll just glare at you and throw you out. You are a mysterious stranger invading her privacy.
These and other locations may be more or less relevant depending on whose quest you're playing but having locations not just have the requisite weapons/armor/item/magic shops does an effective job of making SaGa Frontier feel a little more like a living world than a game's interpretation of one.
On the subject of shops...
2) Shops have very specific specialties. You don't just go to the weapons or armor store in SaGa Frontier; Koorong is the prime example of how shops work in the game. One person sells helmets, another sells boots, yet another sells armor, and one buys leather. Dive down the manhole out of the sight of any authorities for the robots that sell swords and guns. If you want the really good stuff, you're gonna have to dive deeper into the back alleys.
Repair kits? No, the medicine guy does not sell those, you want Nakajima Robotics over in Shrike. Or maybe try your luck with the junk shop in Scrap.
Speaking of junk...
3) You can only sell things to a dedicated buyer for them and they only accept a specific list of things. The junk shop in Scrap only accepts repair kits for fixing junk and some of the rarest pieces of heavy equipment. Nakajima Robotics accepts low tier swords, probably to melt down for the metal to build parts with. Koorong has a leather buyer and a gold ingot buyer.
There are loads and loads of different items in the game but you can only ever sell a select few of them. People won't just buy whatever junk you're carrying, the world doesn't work that way.
4) There is a sense of distance for locations even though there is no world map. Koorong serves as a main hub for most of the game world. It has two pages worth of locations.
The first page is generally locations that can be travelled to or from one another at their ports, presumably 'cuz they're all close to one another. In contrast, the second page is specialty locations, ones that generally only go to or from Koorong with the notable exception of Owmi connecting to Nelson.
And Junk isn't even an option, which likely says a lot about its position in the world. That trip to Scrap is one-way.
Anyway, I find this kinda stuff really fascinating.