Daggerfall-- whatever happened to... randomized dungeons

Post » Wed Mar 30, 2011 3:57 am

What do you like about generic randomness?



Infinite content.
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trisha punch
 
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Post » Wed Mar 30, 2011 10:26 am

I like the Idea of a few randomized dungeons.
A wizards spell backfired horribly, making a cave that forever shifts with the now trapped mages mind, a cave of madness!
Maybe even a chance of Random Adventurers being there and following you (Maybe even after the dungeon was exited!) and helping you through it. That would be awesome!
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Chloe :)
 
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Post » Wed Mar 30, 2011 10:46 am

Infinite content.


But it isn't. It is the same textures, meshes, monsters, and loot, just in a different placement and volume. In fact, it is virtually zero new content.
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Monika Krzyzak
 
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Post » Wed Mar 30, 2011 2:50 pm

Plus a randomized dungeon probably wouldn't have a set level... If your against that.
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NEGRO
 
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Post » Wed Mar 30, 2011 7:33 am

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.


Easy is one thing. So frustrating it's unplayable is another. After four or five hours running around trying to get out of a randomly generated dungeon, with no hope of getting out of it in sight and no way to continue the game until I do, I'm going to stop playing because I'm so bored it isn't funny. At that point I'll pick up my finicky beadwork, at least I can finish the beadwork eventually and watch a movie while I'm doing it. If I've seen everything in the dungeon five times, killed everything and am just wandering around getting motion sickness trying to find a corridor that's actually three levels up across a gallery and on the other side of a pit, I'm not going to continue.

It's like the fine line between immersion and tedium.
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Hot
 
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Post » Wed Mar 30, 2011 3:28 pm

But it isn't. It is the same textures, meshes, monsters, and loot, just in a different placement and volume. In fact, it is virtually zero new content.



You obviously have no idea what content actually means. And all the elder scrolls heavily recycle graphics/monsters/loot. Like every other RPG ever created. Just because someone "intricately hadn crafted it", doesn't mean they don't do it with the exact same models/monsters/loot in the last place you explored.
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Nancy RIP
 
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Post » Wed Mar 30, 2011 6:49 am

You obviously have no idea what content actually means. And all the elder scrolls heavily recycle graphics/monsters/loot. Like every other RPG ever created. Just because someone "intricately hadn crafted it", doesn't mean they don't do it with the exact same models/monsters/loot in the last place you explored.

Random never has, and never will, be as intimate as hand crafted.
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Mark Churchman
 
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Post » Wed Mar 30, 2011 8:09 am

Random never has, and never will, be as intimate as hand crafted.



Well, that's definitely not an argument I'd ever consider making. In no way would I want to play a random dungeon over designed one. However, desiegned dungeons run out awfully fast. I can't even play un-modded oblivion know, only total conversions because as soon as i enter any dungeon I mentally yawn and just tune out.

And once you play through the game just once, all those" intricately hand crafted "dungeons become intricate detours-- time sinks.
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James Hate
 
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Post » Wed Mar 30, 2011 4:23 am

That person doesn't know what they are talking about.

Dungeons in Daggerfall are not generated "on the fly" in each game.

JimC
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Horror- Puppe
 
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Post » Wed Mar 30, 2011 5:24 am

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.

Well you don't want tiles as building system?
Tiles has no bad impact of uniqueness of dungeons, they even help to build unique dungeons in more easy way then completely modeling scene from scratch
uniqueness achived from small details thats form design, furniture and it placement, ambient lights, ambients sounds etc.
Do you modder or player to understand mechanic of tiles in design?
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Laura Wilson
 
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Post » Wed Mar 30, 2011 12:46 pm

I really really do not want to see random dungeons, random stuff has a habbit of being bland and boring
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lucy chadwick
 
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Post » Wed Mar 30, 2011 3:02 am

I would, frankly, hate this feature. Huge, maze-like dungeons are one thing, and they're okay in their proper place, which is as special, rare challenges. Randomly generated dungeons are another. They tend to be horrifyingly dull and utterly lacking in artistic merit. A good dungeon should tell a story, and a random dungeon can never really do that.
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El Goose
 
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Post » Wed Mar 30, 2011 11:07 am

Dungeons in Daggerfall are not generated "on the fly" in each game.

JimC


Huh? Every time I played through daggerfall they were differen't, so no idea what you are going on about.
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Ana
 
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Post » Wed Mar 30, 2011 1:34 pm

I liked Daggerfall's system but I also don't want all of them to be generic. For me as long as they aren't as bland as most of Oblivion's I'll be happy.
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Robyn Lena
 
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Post » Wed Mar 30, 2011 11:56 am

Huh? Every time I played through daggerfall they were differen't, so no idea what you are going on about.


From the UESP:
Dungeon interiors consist of one or more "blocks" defined in BLOCKS.BSA and referenced (per-dungeon) in MAPS.BSA, which are "glued" together to create the appropriate scene. Dungeons may have up to (and including) 32 of these "blocks", each of which may have two passages connecting to other blocks in each of the four cardinal directions, hence the "mating octupi" term.

--

So they arent created randomly on the fly, there are a few of these dungeon 'blocks' that get fitted together randomly.
These blocks can be huge, but are the same every time.
When you play Daggerfall you soon get to know these blocks intimately, and you will know for instance on what spots in the block a quest item or quest goal can be generated.
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kirsty williams
 
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Post » Wed Mar 30, 2011 4:09 pm

From the UESP:
Dungeon interiors consist of one or more "blocks" defined in BLOCKS.BSA and referenced (per-dungeon) in MAPS.BSA, which are "glued" together to create the appropriate scene. Dungeons may have up to (and including) 32 of these "blocks", each of which may have two passages connecting to other blocks in each of the four cardinal directions, hence the "mating octupi" term.

--

So they arent created randomly on the fly, there are a few of these dungeon 'blocks' that get fitted together randomly.
These blocks can be huge, but are the same every time.
When you play Daggerfall you soon get to know these blocks intimately, and you will know for instance on what spots in the block a quest item or quest goal can be generated.


Did i hear you say the dungeons are put together randomly?

Thought so.
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mishionary
 
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Post » Wed Mar 30, 2011 11:04 am

Did i hear you say the dungeons are put together randomly?

Thought so.


Yeah, youre completely and purpously missing the point arent you?
Heres a random thought: instead of shooting down automatically any and all replies like this is a game of tabletennis where the goal is to whack the ball back as fast as possible, how about actually debating?
You know, where you read what I say and reply to that in a logical and composed manner.
Sheesh.
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Monika
 
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Post » Wed Mar 30, 2011 6:37 am

Here's a thought: A single dungeon in the game would be randomized every time you enter it. An easter egg if you will.
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Cody Banks
 
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Post » Wed Mar 30, 2011 4:21 am

Yeah, youre completely and purpously missing the point arent you?




No, I'm smacking down a ridiculous semantical argument.
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Kate Murrell
 
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Post » Wed Mar 30, 2011 2:09 pm

No, I'm smacking down a ridiculous semantical argument.


Yeah, just what I thought.
Youre more interested in tabletennis than actually incorporating new information in your arguments, you know listening to people.
Well thats fine.
That means Im done too.

Randomised dungeons?
Never gonna happen

/thread.

P.S. For future reference: You might be able to engender less hostility if you, you know, werent so agressive yourself. Its quite annoying and whatever merits your original idea has, its totally lost now in the utter distaste I feel for your 'debating methods'.
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Sheila Reyes
 
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Post » Wed Mar 30, 2011 4:16 am

I'm sure those random dungeons where based off an old windows screen saver, it was random pipes going all over the screen. In fact I think it was called "pipes".

Hated it, with a passion. That and falling through the floor...


Although, with today's tech and evolved programing, they could probably do a decent job now.
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Albert Wesker
 
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Post » Wed Mar 30, 2011 1:14 am

The idea for dungeons randomizing again after you've entered them would only be okay to me if it were some of the Dwemer dungeons... but not only would that be okay... IT WOULD FRIGGIN OWN!!!!! :toughninja:
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Sudah mati ini Keparat
 
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Post » Wed Mar 30, 2011 6:39 am

Here's a thought: A single dungeon in the game would be randomized every time you enter it. An easter egg if you will.


Ya, I guess my post wasn't clear enough. My persdonal suggestion was a singular place where you could utilize this feature, and possibly even control somewhat what kind of random dungeon you got.
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Del Arte
 
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Post » Wed Mar 30, 2011 1:43 pm

Huh? Every time I played through daggerfall they were differen't, so no idea what you are going on about.

from the Wiki : Sub heading - Assembling of Dungeons
"While most dungeons may appear to be a random conglomerate of different modules, they were hard-coded in the release media and thus are never-changing. These were most likely generated via a pseudo-random program of some type, but Main Quest dungeons are an exception, because these were all hand-crafted."

JimC
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Tarka
 
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Post » Wed Mar 30, 2011 7:21 am

I just started playing Daggerfall, and although an awesome game still, it'd be much better if the dungeons were (atleast) half their size. The game would flow much more fluently.

I tend to keep looking for dead ends in dungeons. But i always end going around in damn loops and the dungeon never, EVER, ends.
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matt
 
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