You could have abandoned temples you basically enter on the outside (open-based inside the world cell) that are abandoned, haunted, creepy, where the dungeon door could be found within under a secret entrance obtained by pulling a candleabra or torchholder. You could have the ruins of an old fort taken over by wild animals where the dungeon entrance was a portcullis beneath the ruins on the 2nd floor down. You could have a dungeon door built deep within the hillside (all of this still in the outdoor worldspace) inside of a long hallway made of stone and various creepy stone heads with eyes that appear to move, or follow you as you go in. You could have a huge pit in the earth that seems to fall forever down in the blackness, whose dimensions are a 1000 meters wide, with a path winding like a screw's threads down the outside edge of the hole built of stone. And at some point further down, you find the cave entrance, or an old city you have to go through to find the door at the bottom quite a ways below. I guess I am asking for SOME of the dungeon to actually be realized outside, in the worldspace, in the exterior cells, PRIOR to going into the dungeon's intererior cells, away from the worldspace. So that the dungeons seem more connected to the outside world, and not these TOTALLY SEPARATE PLACES from the game world.
I was thinking back to how almost every dungeon in Oblivion had this door set in the face of a cliff wall at the bottom where you basically walked up, clicked on the door, and started in staircase going down. Basically the same thing every time. No variety at all in how dungeons were to be approached. But I remember in MW that there were tons of very unique dungeon entrances, including a dwemer ruins that could only be accessed by turning a rusty metallic wheel that groaned when rotated, seeming very ancient and old. Many other games, like the Tomb Raider series, for example, erect this fantastic temple, through which our hero must battle their way forward to even GET to the dungeon entrance at all.
I really don't want to see more than 10 "door in the mountain"s from Oblivion making it back into Skyrim or I am going to feel a terrible sense of non ambition coming from Bethesda. I just want to feel like they are listening to us and growing, moving forward, expanding their abilities, and giving us something more with each new game. The evolution of the RPG industry is about growth, and I firmly believe one day we'll be able to project ourselves into 3D virtual reality worlds that look not only real, but surreal, magical, beautiful ... and play characters that feel like it's really us standing in that world, experiencing it. The only way to ever believe we can bridge the gap between today's games and tomorrows future games in VR, is to see growth happening with each iteration. As each game grows, I believe the Corporation will grow along with it. The bigger one gets, the bigger the other will get. They are tied together.
For that reason, I hope Skyrim's dungeons are buried under far more interesting entrances that you actually have to work to get to. The front alone could be its own challenge, offering a lot of combat, exploration, a sense of wonder, some treasure, or some surprising new way to interact with the environment, etc...
Once we get into the dungeons, please don't just have stairs going down, again, as usual. Why not have some stairs go UP? Or better yet, why not have a large open space, with tons of directions to choose from, some up, some down, all dangerous? Or why not have some bridges, like in Moria, or some old mining operations like in Nehrim, or some exotic place (filled with strange farting mushrooms) these seems like it could have come from Avatar the Movie? Or why not have a dungeon be the inside of an abandoned wizard's tower, with all sorts of summoned creatures running around trying to kill you, and the end of the dungeon is the TOP, so you have to work your way up, and confront the Conjurer whose gone mad, sitting in his huge labaratory laughing into his hands. Why do dungeons always have to go DOWN? An entire videogame was made about a dungeon inside a tower back in 1992 that went UP. It was a totally unique experience to always be going UP in the that dungeon. I loved the change.
Another problem that I had with the OB dungeons is that they never had any monsters outside of them. You could run into a dungeon, be incredibly stupid down there, challenging the most dangerous monsters, and then basically run up to the exit and stand outside thumbing your nose at them while you healed back up for another try. If you tried 20 times, eventually, you'd learn how to kill that monster on the inside using these tactics. Because the outside was a "safe place" .... but why should that be true? Why should it be safe outside of the dangerous dungeons? Why aren't there patrols, guards, or otherwise dangerous monsters left to scare off would-be adventurers who don't have what it takes to go in? And, should you go in, why don't some of those monsters call in reinforcements, so that when you come back out, they are waiting for you? And you can't exactly call being outside the dungeon SAFE anymore. That would make some of us have to rethink our tactics of "strafe and run."
If one should visit the Bethesda website, there are a number of pictures that seem to indicate cool looking entrances to dungeons. But there are only 3 or so pictures with these kinds of clues. One could easily assume that there were the EXCEPTION to the rule, the really COOL dungeons meant for later in the game. I wouldn't want to get my hopes up for there being som awesome dungeon entrances that paint a more visual and beautiful world to explore, only to find out those 3 pictures are only the best 3 dungeons and the rest of the dungeon entrances are just .... as usual ...
... a boring old door in the side of a boring old hill.