Bring back H-U-G-E dungeons?

Post » Sun Jan 24, 2010 6:47 pm

Well .. but can′t getting lost be .. fun? ^^ Also why not implement methods of marking places in dungeons (f.e. with chalk).

Yes, but not the way the dungeons in D were. They were too boring, too repetitive.... Some random Arena dungeons were more fun to explore, even if you knew the exit were in some direction opposite to your entry.

EDIT: ARGH - I hate when we're logged off in the middle of an edit!
I actually liked Oblivion better in all TES (again, my usual disclaimer, ex-Morrowind, which I have not played enough). Specifically, the Ayleid Ruins were fantastic.
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Mr. Allen
 
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Post » Sun Jan 24, 2010 8:36 am

I want the quest related dungeons to be hand crafted and about medium to big size. While the random dungeons should be randomly generated and HUGE.


I would prefer something like this. I like the idea of randomness in an elder scrolls game, just like Daggerfall. However, I am quite sure we won't be getting big dungeons.

And at the ends, I would like there to be boss-like enemies.


This is what I wouldn't like. I've never understood the reason why a strong enemy would reside at the end of a cave. Why not at the start or in the middle? I also don't like boss enemies too, but that's another story.
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Laura Elizabeth
 
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Post » Sun Jan 24, 2010 12:52 pm

I loved Daggerfall's dungeons, got lost most of the time. Morrowind being my favorite game, I never got lost in the caves at all and Oblivion was even worse. So I would love to see huge dungeons back in the series.
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Jennifer May
 
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Post » Sun Jan 24, 2010 8:35 pm

In the interest of saving hard drive space, I would suggest using more separate construction pieces than having whole blocks for walls, floors and ceilings. This would make it much easier for the developers (and modders) to make more unique looking architectures and would allow for mixing and matching different styles without the need for dozens of different mesh sets.
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X(S.a.R.a.H)X
 
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Post » Sun Jan 24, 2010 12:32 pm

I want them huge, but even on oblivion sometimes i was really get lost in there, lol, especially on the caves
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Julie Ann
 
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Post » Sun Jan 24, 2010 11:04 am

Daggerfall's dungeons were plain ridiculous.
Who would build random tunnels like that ? And for what purpose ?
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Laura Hicks
 
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Post » Sun Jan 24, 2010 1:38 pm

I'd like to see some really huge, sprawling dungeons. Getting lost can feel fun and adventurous, but when you do it constantly, it gets frustrating.
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Bigze Stacks
 
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Post » Sun Jan 24, 2010 9:15 am

oblivion dungeons...


svckED

I want huge amazing dungeons with quests for them and epic monster/loot.
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teeny
 
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Post » Sun Jan 24, 2010 12:00 pm

Yes please, bring back huge real dungeons, tyvm. No more of these pretend broom-closet dungeons that are broken into multiple cells to create the (false) illusion that they're big.
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Jonathan Egan
 
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Post » Sun Jan 24, 2010 10:57 am

Although I miss the vertical aspect, I wouldn't want it with the current OB dungeon mapper. DF dungeons was too confusing for me to fully enjoy, even with it's 3D'ish mapper. But I'm confused about the dismay about Oblivions dungeons. I think they rock. There are some cool, big, and highly unique ones. But the general purpose dungeons look exactly what I would fantasize them to be. Sewers looks like sewers, with water canols. Caves look like caves, just tunnels. Mines look like mines, with some reinforced walls. Forts look like prison forts, some even with cells. Ayleid ruins look like, well, how they should look like :)

Sure, there is no castle within a dungeon, like that epic dungeon in DF. There could be a little more puzzle work and more traps. Maybe some tonal changes to colors, but don't get wild about it either.

My only request would be to make dark dungeons *dark*. Use of light should reveal you as a (possible) threat (sneak pretty much ignored). But some should also be well prelit with candles, torches, crystals, and opening to the outside world to let light in during daylight. Oblivion dungeons were far too bright when there were no lightsources around.
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Carlos Rojas
 
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Post » Sun Jan 24, 2010 8:08 pm

I wouldnt mind having large dungeons, however i dont want randomly generated ones. And if hand crafting them means less content in other places then i would rather have medium sized dungeons that were hand crafted and have a large amount of non dungeon content.
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Dan Scott
 
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Post » Sun Jan 24, 2010 11:59 am

A mix of all sizes would be the nicest. And a story behind them all. Nothing big, just how FO3 had it. Almost every building, cave, etc had a side story to it.
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Ebou Suso
 
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Post » Sun Jan 24, 2010 5:13 pm

A few large dungeons would be awesome; ones that take days to navigate would blow my mind.
It's a little too much to ask for though, so i'd be happy if there were smaller or medium, detailed dungeones.

As long as there are lots of things to see and more interaction than that of Oblivion, i'll be happy.
^_^
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x a million...
 
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Post » Sun Jan 24, 2010 8:13 am

The size of dungeons were alright in oblivion, but the variety was very poor. there was 3 types of dungeons (ayleid ruins, caves, forts), and infinite variations of the same thing. I'd prefer unique dungeons that have their own theme... or at least more than 3 theme variations. After you have been in one of each style of dungeons it was pretty pointless to go into another one. Even randomly generated could be good if there is enough variety of base pool to generate from.


i agree it should be unique and interesting so when you saw dungeon you want to go and explore in oblivion all caves forts looks same and they are going boring after a while because nothing interesting inside them

it would be nice to see if some of them huge and some medium dungeons but they shouldnt be computer generated if they would be boring as oblivion dungeons
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Chris Cross Cabaret Man
 
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Post » Sun Jan 24, 2010 3:44 pm

Handcrafted for quest locations is good (they should still be big though), random dungeons should be massive, labyrinthine places where it may well take several play sessions to clear fully. Deadly, dark, filled with danger, and of course lootz. Generated is fine for this, I'd like to see a bit more variety in tilesets though, in Oblivion it was Ayleid Ruin, Fort Ruin, Cave, and very rarely, Sewer. All identical. Some variation would be nice, even just minor architectural variances would be nice.
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matt white
 
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Post » Sun Jan 24, 2010 12:09 pm

Daggerfall's dungeons were some of the worst in the series, and I really wouldn't want to see them come back. I'd rather Bethesda focus on more dungeon variety than on bigger dungeons - a dozen decent-sized dungeons with each its own unique theme and features is miles better than a dozen gigantic labyrinths all made from the same uniform corridors and brick textures.
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HARDHEAD
 
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Post » Sun Jan 24, 2010 11:31 am

I'm thinking to myself a randomly generated dungeon would be difficult to do considering this game is giong to look amazing. They would in turn have to make the dungeons more bland and boring. There would be less unique and crafty things set up inside the dungeons. You guys talk about how you like randomly generated dungeons on arena and daggerfall...but remember wut those dungeons look like... the walls are all the same. Nothing is sequence it is in fact...just random. You dont find any stuff like a guy leaving a note by his body about a monster then finding it later in the dungeon. u wont get stuff like that. I think they should yeah maybe make bigger dungeons.. MAYBE. i think wut they really need is MORE dungeons and for it to be alot bigger then Oblivion. The dungeons should be a bit bigger but more dungeons is necessary. I hope it will be alot bigger so there is more things to find. And i really hope that if u kill a named npc another npc takes their place lol. cuz i love to kill people but i hate emptying towns. anyway back to dungeons. I think if the dungeons are too huge yo0u get lost and not everyone has time for that. I want to get lot every once and a while but i dont want a dungeon that i have to figure my way around every single time i enter it. seriously... i do not want to see those bland plain dungeons with the same textures like in daggerfall.... cuz in essence you might as well be playing the same dungeon no matter which one you enter. they will all look the same. thats a downfall of randomly generated dungeons. Maybe that explains why they stopped taht when they went to do morrowind and actually made the game 3 dimensional and gave real depth. It'd be too much on them i think to make these dungeons randomly generated and actaully work. thats my 2 cents.
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He got the
 
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Post » Sun Jan 24, 2010 7:34 pm

morrowind dungeons were boring they were all the very same almost and for the caves it was always a single path almost...

true but daggerfall dungeons also look the same. and some morrowind and oblivion dungeons have unique little stories in them. if its randomly generated say goodbye to most of that.
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Paul Rice
 
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Post » Sun Jan 24, 2010 5:03 pm


This is what I wouldn't like. I've never understood the reason why a strong enemy would reside at the end of a cave. Why not at the start or in the middle? I also don't like boss enemies too, but that's another story.


It does not have to be at the end. Any spot would be fine really. And I am using boss broadly, I mean, if there are goblins in a cave I would like to see a leader of some somewhere in the dungeon. In OB, I felt unfulfilled after going through a dungeon and having to fight the same enemies throughout.
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Michelle Chau
 
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Post » Sun Jan 24, 2010 9:42 am

I liked Daggerfall's complicated dungeons. It would be a good idea to put some huge randomly generated dungeons in Skyrim too. Other dungeons could be smaller and hand crafted.
Although land mass should be much bigger than in Oblivion, where everything was situated too densely.
I mean, a robber cave situated within 200 meters from a village. :facepalm: :ninja:
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Ana
 
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Post » Sun Jan 24, 2010 11:32 am

If it would mean getting them random or semirandom generated would this really be such a bad thing - considering that Oblivion′s "hand-crafted" Dungeons didn′t impress me that much? Letting a random-level-generator do most of the work then adding some unique locations might work out quiet well.

I wasn't aware that Oblivion had hand-crafted dungeons!
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Davorah Katz
 
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Post » Sun Jan 24, 2010 11:40 am

I would really like to see a variety of it.
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[Bounty][Ben]
 
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Post » Mon Jan 25, 2010 12:07 am

I know I might be in the minority, but I would really prefer they not use randomly generated dungeons. I fully agree that complex and, well, random dungeons would be awesome, but I think that can be achieved by hand much better than by program.

Using a program that generates random dungeons would require each and every object to have certain absolute uses. Walls would be used in certain ways. Chests and barrels would be used in specific ways. Everything would have a handful of variables, but overall would follow the same pattern. Why? For safety's sake. You don't want a chest generating under the floor, so a parameter would be required to ensure it generates in specific spots. Same goes for walls, ceilings, floors, monsters, barrels, etc. Every single object would have a handful of ways it could be used. In Morrowind it was cool to find hidden items under beds, or chests in little nooks and crannies. It gave incentive for you to really comb an area well. Object placement of that kind would not be very practical in a randomly generated dungeon. You'd get more of something like in Oblivion, with the same walls and objects in every dungeon, just rearranged. With a handmade dungeon, the designer can think outside the box, and place everything in unique ways. You could visit the same dungeon twice and not notice a hidden passage because that designer would have been able to put time and effort into concealing it well, and not in a predictable manner.

So all in all, I would much rather there be 5-10 very complex and intricately designed dungeons than 50+ randomly generated ones.
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Ashley Campos
 
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Post » Sun Jan 24, 2010 9:18 pm

Daggerfall's dungeons were plain ridiculous.
Who would build random tunnels like that ? And for what purpose ?



Exactly.
To be honest, length and uniqueness are both BS terms by which to judge a dungeon. I think there should be some sense to them, not their own quest or anything but a sign that whoever created them didn't just use them as something to fill an empty patch of terrain. Say there's an entrance into the ground to a "dungeon" originally intended as storage space to keep stuff cool, it shouldn't have a million rooms and corridors. Similarly, if a dungeon was conceived as a natural geological formation, it should be twisting and irregular, not going left and right at 90degree angles with corridors of single sizes, length can vary.
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tegan fiamengo
 
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Post » Sun Jan 24, 2010 5:17 pm

I vote fore no changes. I was happy the way the dungeons looks like in morrowind and oblivion. Whatever the TES development team did in the past, should not be changed.

If it were up to me, the dungeons should be randomly generated, and then touched up by hand during the developments process..in order to give a more deep and realistic feel to it. This should save time, and at the same time deliver quality large dungeons.
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An Lor
 
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