100 Dungeons to many? less?

Post » Sun Mar 07, 2010 2:28 pm

They said they have about 120 dungeons of which at least half are small dungeons that take about 15 minutes to finish, and the rest range from that small dungeons to epic 1 or two hour ones.

All of them hand crafted, filled with traps and puzzles, and the like.

I would say I hoped for more of the larger ones, but the uniqueness of them all compensates that for me.
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A Dardzz
 
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Post » Sun Mar 07, 2010 6:49 pm

Didn't they say that they were not done adding dungeons yet? That 120 to 130+ was simply the current # and that there would probably be more than that?
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Vera Maslar
 
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Post » Sun Mar 07, 2010 1:00 pm

Last time Todd spoke on the dungeons he said 140+ and they still making more, and no there can never be to many, what game are you playing ???
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Ice Fire
 
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Post » Mon Mar 08, 2010 1:37 am

As far as I'm concerned, there could never be too many dungeons.
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D IV
 
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Post » Mon Mar 08, 2010 3:01 am

More, more of everything
Nothing can beat the feeling when you have been in dungeon for hour or two, lost and can't find exit without map.
Or even with map :drool:

I think 500 would be enough (just take those 100 dungeons/caves and multiply by 5, make some minor changes, while remaining same style)
repetitive? maybe, but it would be enough to actually do some world investigating, without fearing that Radiant Story will run out of dungeons (as far as I understood it prefers places you haven't been yet)

no thats what they did in OB i hated it
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katie TWAVA
 
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Post » Mon Mar 08, 2010 5:10 am

you should be able to put 300-500 hours into these games. they just siad 75 hours of dungeons...


there had better be a [censored]-ton of creative quests.


I don't want to hurt your feelings, but someone hast to redo his math.
130 dungeons, half of which 1-2 hours(aka, 65 times 1.5 = 97.5)
and half of which are 10-20 min(aka 15 min times 65 which are 16.25 hours)
So, we actully have 113,75 hours, and well, it is still going up. (Then there are points of interest, cities, and whatnot... So yea, I think it will come up to at least 200 hours, and 200 creative, not repetetive hours.(I never got past the 100 hour mark in oblivion to be honest)=
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Lexy Corpsey
 
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Post » Sun Mar 07, 2010 7:03 pm

I almost never explored the 200+ dungeons, but that is mostly because of the fact that it was almost always lacked a reward(hidden unique stuff, even something weak would give a reason to explore more). If they make exploring more fun this time I still think 130+ unique, hand-crafted dungeons will be enough. IMO at least.
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Yonah
 
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Post » Mon Mar 08, 2010 1:18 am

It would make me so happy if every dungeon had at least one unique item. More so if each of those unique items has a unique mesh or at least texture.
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Claire Mclaughlin
 
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Post » Sun Mar 07, 2010 6:14 pm

Rather a few quality and distinguishable dungeons, than lots of lookalike dungeons.
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Len swann
 
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Post » Mon Mar 08, 2010 2:30 am

I hope they revamped the encumbrance system, because in OB after fifteen minutes in a dungeon I had to start dropping things in order to get back out. If the encumbrance system isn't considerably different, One to two hours is gonna make another three hours of just going back to town to sell.

I am way excited to explore 140+ unique dungeons, though! I sure hope they're darker than they were in OB, all that ambient light kinda put me off :P
What are torches for, anyways? Goodness.
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Lizzie
 
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Post » Sun Mar 07, 2010 8:24 pm

You can never have too many, you can only come short.

That being said, quality is important. I think 130 quality dungeons is a fantastic number.
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Nienna garcia
 
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Post » Mon Mar 08, 2010 4:36 am

140 dungeons. 50% 15minutes, 50% 1 or 2 hours.
70 x 15 = 1050 minutes
70 x 90 = 6300 minutes
Total = 7350 minutes

7350 = 122,5 hours.
60

Sounds good, eh?
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REVLUTIN
 
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Post » Sun Mar 07, 2010 9:25 pm

Personally I'm glad they reduced the amount of dungeons (and increased the amount of dungeon designers at the same time) because:

1. I felt that Cyrodiil was too cluttered with dungeons. You couldn't walk for more than 30 seconds before the next 'You found dungeon XYZ' message would pop up.

2. The dungeons in Oblivion were incredibly boring (at least 90% of them). Why do you even need that many dungeons if one dungeon looks like the other except for a few layout changes? I'd rather have 100 interesting, unique dungeons than 200 boring dungeons that all look and feel the same.

I really hope the dungeons will have interesting puzzles, unique visuals and maybe small background stories (not necessarily quests) tied to them. If that was the case and if the dungeons were large enough I wouldn't even mind if they only had 50 dungeons.
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BlackaneseB
 
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Post » Mon Mar 08, 2010 3:28 am

100+ unique dungeons (some being an hour long, supposedly) appeals to me way more than 200+ generic, copied & pasted dungeons, so to be honest I'm pretty happy with what's been done so far.

I don't know how their team is set out, but perhaps these 8 "dungeon designers" will still be working on them for sometime; may end up with more by 11 - 11 -11.
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roxxii lenaghan
 
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Post » Sun Mar 07, 2010 5:05 pm

Still too many. In Oblivion they were ridiculously many. For the Oblivion size of the map I think 60-75 handcrafted, unique looking and long dungeons would be fine.
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SHAWNNA-KAY
 
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Post » Sun Mar 07, 2010 6:54 pm

More, more of everything
Nothing can beat the feeling when you have been in dungeon for hour or two, lost and can't find exit without map.
Or even with map :drool:



Haha I haaaaate that feeling. If I'm done in there, I want out. Most of the time I'm hoping so badly that there's a rear door so I can get on with my life and not have to backtrack. If I can't find my way out, it's more an annoyance than a sense of exploration.
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Rhi Edwards
 
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Post » Sun Mar 07, 2010 7:54 pm

That sounds like more than enough, if you ask me. That's over 100 hours of just dungeons. If you add that to everything else in the game, that's quite a lot of content.
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ezra
 
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Post » Sun Mar 07, 2010 3:25 pm

by dungeons is that everything like caves and alyeid ruins and forts or are they a different acount or are they gonna share the 100 plus dungeons :confused:
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jess hughes
 
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Post » Mon Mar 08, 2010 1:44 am

they did say that half the dungeons are 1-2 hours long to go through

i hope we dont have to walk all the way back to the start to exit

They need more underwater hidden caves and dungeons. And also i would like to see when you go into a tomb or something and you find the "lost/hidden" treasure and when you open it a ton of monsters spawn and you have to fight your way out ;).

ship wrecks are great too

and i think around 120 is a perfect number
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Tiff Clark
 
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Post » Mon Mar 08, 2010 5:31 am

I heard around 120.
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Sarah Evason
 
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Post » Mon Mar 08, 2010 6:31 am

No amount of dungeons can ever be too many :D

Assuming they are done properly of course...
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Kristina Campbell
 
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Post » Sun Mar 07, 2010 11:56 pm

Anything over 100 is easily enough for me.
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Jhenna lee Lizama
 
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Post » Mon Mar 08, 2010 6:05 am

you gotta remember they significantly increased the dungeon team but reduced dungeon numbers.

This is to make them very diverse and offer fun experiences + puzzles. They seem to be going for a quality over quantity approach for certain things.

I think this might be a problem, 130 had been enough in Oblivion as all dungeons was level scaled, you could keep exploring new ones and they all would be fitting.

However in Skyrim the you need dungeons that roughly fit your level. If they have level 1-10, 10-20 up to 40-50 type dungeons you end up with around 25 dungeons fit for a level 50 character, now many perhaps most of them are small, the lower level ones will be a walkover and pretty boring then you are maxed out.
So I hope we get many high level dungeons, also hope we get respawing, and a smarter one than in Oblivion.
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SWagg KId
 
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Post » Mon Mar 08, 2010 3:36 am

First off, thanks for posting Todd Howard's original quote, Sphagne. Appreciated.

Secondly, read the quote again, folks. He said they currently had around 120 dungeons, he didn't say that was all they're making (we're still 6 months out remember?)

And he said they had over 100 world's largest balls of twine.

He also said he lost count. So he's not entirely sure of the exact number.
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Gracie Dugdale
 
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Post » Sun Mar 07, 2010 8:09 pm

I'd rather have quality than quantity
I'm also not a fan of huge sprawling dungeons especially when they make little sense in terms of layout, composition of inhabitants etc
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[Bounty][Ben]
 
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