Daggerfall-- whatever happened to... randomized dungeons

Post » Wed Mar 30, 2011 5:21 am

Well randomized dungeon can be done as special scripted plane or realm what changes its forms randomly like Quagmire plane of Oblivion, if devs will make some unique quests for Vaermina
Such scripted dungeons can be done with mods also, since modders do some steps in such direction before
Random Maze Generator @ Kafou's Website or Wiwiland
This is not an utility, it is a Morrowind mod , but you can try to use it as a template.
It allows you, while being in-game, to ask for the creation of a random maze, then, you must explore and escape this maze. You can configure size of the maze, monsters or tileset style.

http://kafou.free.fr/morro/plugs/

POC Random [Basemant]
http://www.tesnexus.com/downloads/file.php?id=7241
User avatar
Nymph
 
Posts: 3487
Joined: Thu Sep 21, 2006 1:17 pm

Post » Wed Mar 30, 2011 6:47 am

Daggerfall needed that approach due to there being hundreds of thousands of dungeons in that game, versus approximately 200 or so now. It's not *needed* until the game world grows significantly larger again. And if it comes back some day, I don't think it will be "Daggerfall Dungeons" yet again. There are many ways to "randomize" a dungeon. I.e. a similar central room could have 20-30 "cave arms" in it, but only one was available at any given dungeon. Now you have a single dungeon build that can "look different" in 20-30 different dungeons.
User avatar
Tiffany Castillo
 
Posts: 3429
Joined: Mon Oct 22, 2007 7:09 am

Post » Wed Mar 30, 2011 1:01 pm

Well randomized dungeon can be done as special scripted plane or realm what changes its forms randomly like Quagmire plane of Oblivion, if devs will make some unique quests for Vaermina
Such scripted dungeons can be done with mods also, since modders do some steps in such direction before

http://kafou.free.fr/morro/plugs/

POC Random [Basemant]
http://www.tesnexus.com/downloads/file.php?id=7241

Whether that is possible would depend on how they make the dungeons in Skyrim.
User avatar
Sasha Brown
 
Posts: 3426
Joined: Sat Jan 20, 2007 4:46 pm

Post » Wed Mar 30, 2011 8:55 am

Agree with OP, not his idea.. but his appreciation of DF's dungeons.

Other TES games dungeons simply pale in comparrison.. even the biggest dungeons in oblivion (Ebrocca, sundercliffe watch, Cann) were about 1/8th the size of Castle wayrest or Direnni Tower.

I never got lost in an oblivion dungeon, which is a shame.. getting lost in DF dungeons is an awesome feeling. The quest you were on quickly becomes a fight for survival.
User avatar
Hazel Sian ogden
 
Posts: 3425
Joined: Tue Jul 04, 2006 7:10 am

Post » Wed Mar 30, 2011 4:24 am

I think it probably got less feasible as the dungeons and the tools for making them got more advanced.

Yeah, I think it is quite a bit easier to have that feature in in a game without the details of modern games.
User avatar
Mark Hepworth
 
Posts: 3490
Joined: Wed Jul 11, 2007 1:51 pm

Post » Wed Mar 30, 2011 1:01 am

There are only two ways to create huge, varied, beautiful artificial worlds.

One is to employ legion of designers, handcrafting each pile of rocks and cave of wet goblins.
Another is procedural generation.

In my opinion, second way is MUCH more interesting. It does not completely excludes manual design, it just makes it a lot less tedious. And world (and dungeon) generating algorithms could and should be way more interesting, than ones used in Daggerfall.
User avatar
Melung Chan
 
Posts: 3340
Joined: Sun Jun 24, 2007 4:15 am

Post » Wed Mar 30, 2011 8:41 am

Whether that is possible would depend on how they make the dungeons in Skyrim.

Well I believe they still based on tiles.

Agree with OP, not his idea.. but his appreciation of DF's dungeons.

Other TES games dungeons simply pale in comparrison.. even the biggest dungeons in oblivion (Ebrocca, sundercliffe watch, Cann) were about 1/8th the size of Castle wayrest or Direnni Tower.

I never got lost in an oblivion dungeon, which is a shame.. getting lost in DF dungeons is an awesome feeling. The quest you were on quickly becomes a fight for survival.

Yes thats is, fun from dungeon crawling was significantly lowered in Oblivion, large and unique dungeons will be nice to see, I remember old Ultima game series what has awesome dungeons where dungeons create caves system of Underworld and can work alternative way to reach some locations.

Another thing thats reduce uniqueness of dungeons (and interieurs also) in Oblivion thats tiles become pre-assembled in rooms mostly, thats make rooms looks too generic.
User avatar
Lawrence Armijo
 
Posts: 3446
Joined: Thu Sep 27, 2007 7:12 pm

Post » Wed Mar 30, 2011 12:16 pm

No. That kind of stuff might fly back in the day but it would not be effective now


In other news, nobody plays Minecraft or DwarfFortress. At all.
User avatar
Crystal Birch
 
Posts: 3416
Joined: Sat Mar 03, 2007 3:34 pm

Post » Wed Mar 30, 2011 5:01 am

In other news, nobody plays Minecraft or DwarfFortress. At all.

Well
If we focus on anything most though, it is the "dungeon hack" experience. That's the meat of the game.
Todd Howard

User avatar
Fanny Rouyé
 
Posts: 3316
Joined: Sun Mar 25, 2007 9:47 am

Post » Wed Mar 30, 2011 5:09 am

random, that sort of thing is likely to happen. And it's certainly more plausible then one single dungeon being able to somehow randomly rearrange itself in not just size and shape, but what kind of loot and enemies it contains, with players being able to control it, how does such a thing even work? Who built it? Why was it built? Why is there only one in Skyrim? If you don't explain those things, it wouldn't make sense.

A. Powerful deadra artifact(let's say a jewel) made for an angry, spiteful and powerful deadra to satsify his insatiable thirst for challenging combat. Runs off soul stones energy. Actually creates a pocket dimension in their plane of existence.

B. Ancient Dwemer technology. Creatures come from basic summons spells. Was used to train their warriors for any eventuality and improve their combat proficiency in general.

There's two off the top of my head.

Seriously, this fantasy game. Things like this are easy to epxplain away via lore.
User avatar
kennedy
 
Posts: 3299
Joined: Mon Oct 16, 2006 1:53 am

Post » Wed Mar 30, 2011 5:54 am

Well I believe they still based on tiles.

If they can still do it, I wouldn't mind if they had like an addon thing, but I wouldn't want it in the Vanilla game.
User avatar
Annika Marziniak
 
Posts: 3416
Joined: Wed Apr 18, 2007 6:22 am

Post » Wed Mar 30, 2011 8:50 am

Randomized dungeons, are you insane?!!!

You ever tried to look at a dungeon from a designer's perspective? You would end up with extremely generic and boring dungeons that all look the same, more or less. In Daggerfall, you basically saw the same rooms over and over, just in different configurations. And there were basically zero clutter back in the day. Everything was just sprites and similar that just had their default locations.

Today, dungeons are more handmade than ever before, and we got the technology to do that pretty well. You'll also likely gonna visit EVERY SINGLE dungeon at some point. For daggerfall, chances were that you never got to experience half of the dungeons - as in "never in your lifetime". Daggerfall was the very definition of redundancy.

Randomized dungeons (as it was in Daggerfall)? - No thanks!
User avatar
Anthony Diaz
 
Posts: 3474
Joined: Thu Aug 09, 2007 11:24 pm

Post » Wed Mar 30, 2011 7:11 am

I'm playing daggerfall right now, and it's pretty awesome. One of my all time favorite games , but i have to admit that the dungeons weren't that...fun. Getting lost in a dungeon in daggerfall was by far the worst thing that ever happened to me. So, no.



you, my friend, have lived a veryy good life lol.
User avatar
Petr Jordy Zugar
 
Posts: 3497
Joined: Tue Jul 03, 2007 10:10 pm

Post » Wed Mar 30, 2011 2:30 am

There is no point to randomized dungeons. Even if they had a tool that could do it without it being too bland and all looking the same there just is not enough room on the map to justify switching them with hand made ones. In Oblivion there was a dungeon every where you looked and they were all hand done. So unless they make the map 5 times larger there just is not enough room to justify making dungeons with some random generator.

As far as Daggerfalls dungeons they were a nightmare, nothing more than a multi leveled maze. As much as I loved Daggerfall the prospect of finding that one npc to kill for a quest in one of those huge dungeons ended up not being fun. You could spend several hours and after clearing it of everything you see still not find the one you needed to kill. It usually would end up with me casting find enemy then going to the corner and climbing the side until it sent you through the wall into blackness of the void then casting levitate and then moving around top find the npc killing it from outside the wall basically exploiting a bug just to finish one stupid quest.
User avatar
Neil
 
Posts: 3357
Joined: Sat Jul 14, 2007 5:08 am

Post » Wed Mar 30, 2011 4:41 am

Intricately hand crafted. Some kind of catch phrase going on here or something? I hear it over and over and it sounds like a bunch of people on a 3 AM infomercial waving dollar bills at some snake oil shyster. Haha. Did you guys even play OB and MW? The majority were incredibly vanilla and many didn't make any "sense". And why was it that every freaking ruin or fort in the countryside had been overruns by something or other anyway? Where is the lore for that? How would anyone in the country survive when everything is overrun with this that and the other thing. How would the people in the city survive without farmers? The countryside is apparently a tolkein style jurassic park, can't farm there.



While I agree at Oblivion, you're absolutely wrong with Morrowind. Each and every dungeon was a masterpiece of world art. You just have to look at the details, rather than the layout. They even cleverly used something so despised as "Leveled loot" to give context to the dungeon. You find Dwemer enchanted items in Dwemer ruins (And smuggler caves), stuff like that. That's even before getting into the finer detailing, like placing seemingly useless baubles (Lockpicks, cups, ect) in specific areas. For example, in One outlaw-theme cave, you might find one segment as the common area. Mostly low-tier stuff, clay jars, ect. But further in, you start seeing extravagant Limeware, high-quality clothes, expensive liquors, ect. And a reasonable connection can be made about the "Story" of the dungeon. ONe area is where the underlings were, here's where the head-honcho shacks up.

The fact that their work was wasted on your inept perception, does not make their designs "Vanilla".
User avatar
michael danso
 
Posts: 3492
Joined: Wed Jun 13, 2007 9:21 am

Post » Wed Mar 30, 2011 3:18 pm

Oh, lordy, my least favorite part of Daggerfall. First of all they all looked sort of alike, then there was the getting lost and there being no help anywhere for getting out. No web page, nothing. Then there was the svcky mapping--with all that zooming in and out to figure out your location as compared to the exit, which was almost as bad as having no map at all.

And Skyrim probably won't have anything as sane as Mark and Recall to help you.

I was never so relieved as when I found out about the cheat to get out of dungeons quickly.

No. No. No. No. :brokencomputer:
User avatar
Riky Carrasco
 
Posts: 3429
Joined: Tue Nov 06, 2007 12:17 am

Post » Wed Mar 30, 2011 10:55 am

I always thought dungeons and caves in Oblivion needed more stories; not quests, but just recognizable themes. A bunch of times I'd go into a cave and see cougars and trolls hanging out which never made much sense. You continue down this dungeon to reach nothing at the end.

Imagine you entered a cave, stepping over a bunch of goblin corpses in the beginning. Eventually, you catch up to a bandit group who are trying to clear it out for their own, or looking for the treasure.

What if a dungeon you were crawling ended up attached to another dungeon and eventually to some guys basemant. I loved the smuggling and slave trader caves in Morrowind.

Stuff like that.

This

http://2.bp.blogspot.com/_3IjRgoGWUBo/Sh8BsDCsa2I/AAAAAAAAAMw/qizDHQlgq7U/s400/random-encounter.jpg always seem to go like this.
User avatar
Etta Hargrave
 
Posts: 3452
Joined: Fri Sep 01, 2006 1:27 am

Post » Wed Mar 30, 2011 9:45 am

Oh, lordy, my least favorite part of Daggerfall. First of all they all looked sort of alike, then there was the getting lost and there being no help anywhere for getting out. No web page, nothing. Then there was the svcky mapping--with all that zooming in and out to figure out your location as compared to the exit, which was almost as bad as having no map at all.

And Skyrim probably won't have anything as sane as Mark and Recall to help you.

I was never so relieved as when I found out about the cheat to get out of dungeons quickly.

No. No. No. No. :brokencomputer:



All I hear is "it's too hard, make it easy for me". Some of us don't like our games stupidly easy that a toddler could play it. Some of us actually like difficult things, and challenging games in general. I can go watch a movie if I wanted "easy mode gaming", which seems to be more and more where we are headed.
User avatar
Chrissie Pillinger
 
Posts: 3464
Joined: Fri Jun 16, 2006 3:26 am

Post » Wed Mar 30, 2011 5:02 am

I think it probably got less feasible as the dungeons and the tools for making them got more advanced.


Yup. The most randomized it can get is random enemies being spawned with randomized weapons, armor and equipment.
User avatar
Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Wed Mar 30, 2011 3:00 pm

All I hear is "it's too hard, make it easy for me". Some of us don't like our games stupidly easy that a toddler could play it. Some of us actually like difficult things, and challenging games in general. I can go watch a movie if I wanted "easy mode gaming", which seems to be more and more where we are headed.


There is a difference between challenge and annoyance.
User avatar
Colton Idonthavealastna
 
Posts: 3337
Joined: Sun Sep 30, 2007 2:13 am

Post » Wed Mar 30, 2011 4:13 pm

All I hear is "it's too hard, make it easy for me". Some of us don't like our games stupidly easy that a toddler could play it. Some of us actually like difficult things, and challenging games in general. I can go watch a movie if I wanted "easy mode gaming", which seems to be more and more where we are headed.

Big difference between easy and generic randomness.
User avatar
Rinceoir
 
Posts: 3407
Joined: Thu Jun 29, 2006 1:54 am

Post » Wed Mar 30, 2011 10:14 am

yeah im playing through daggerfall and randomised dungeons are probably its worst feature, id rather have handcrafted unique dungeons with randomised/levelled loot
User avatar
willow
 
Posts: 3414
Joined: Wed Jul 26, 2006 9:43 pm

Post » Wed Mar 30, 2011 6:57 am

There is a difference between challenge and annoyance.



Not always. Challenges are annoyances to people who like spoon fed easy mode.
User avatar
Hairul Hafis
 
Posts: 3516
Joined: Mon Oct 29, 2007 12:22 am

Post » Wed Mar 30, 2011 7:56 am

Not always. Challenges are annoyances to people who like spoon fed easy mode.

What do you like about generic randomness?
User avatar
Pawel Platek
 
Posts: 3489
Joined: Sat May 26, 2007 2:08 pm

Post » Wed Mar 30, 2011 6:25 am

I liked Daggerfall, but most of those randomized dungeons were a MESS. It was a game where levitation was required. That said, I DID occasionally really like to explore for days. It was just problematic ALL THE TIME.
User avatar
Rachel Tyson
 
Posts: 3434
Joined: Sat Oct 07, 2006 4:42 pm

PreviousNext

Return to V - Skyrim