Hmmm . .
Interesting point - one that actually compelled me to sign up and post a reply and it's not very often that something like that happens.
By the general concensus of the term 'dungeon' can I assume it falls into one of 2(?) categories?
1. An underground adventure playground (i.e. sewer/cave/subway etc) and/or
2. A vault.
If you refer to 1 then so far - yes, there are indeed to my experience so far a disapointing number of them. If you refer to 2 then I'm not so sure . .
If you will indulge I'll give a little background as to my response and answer.
Personally I have played many RPG's including the classics such as Warhammer, AD&D, Shadowrun etc etc and have coded (not just simply modded using tools) areas for MUDs and others like NeverWinterNights. You get the idea I hope that I'm talking with a little bit of experience in what makes a good dungeon and how to go about making that in computing terms an experience that the player will hopefully enjoy, want to come back to and (fingers crossed) scare them as they escape with some loot after a breathless 1, 2 or 3 hour adrenalin infused ride. It's quite hard to do.
I, millenia ago it seems now actually played the very first couple of Fallout games and quite liked them so with a sense of good expectation purchased and played Fallout 3. I wasn't for the most part disapointed. In fact some of the best gaming moments I've ever had have come in that game. Being a child who loved watching old television shows in black and white of a Saturday morning, I almost cried with joy when I started exploring the wasteland and came across 'Them'. Excellent. Another one was coming back from RavenRock so loaded down with enclave loot that I had to walk back and literally took me 2 and 1/2 days of in game time to return to Megaton. Oh the adventures Charon and I had. This was crowned by reaching the overpass near Megaton to witness a small group of Enclave soldiers. As we engaged the enemy ( 3 soldiers and a sentry bot with gatling laser - fun!) I thought it a fitting end to the conflict as we approached home, only for 2 vertibirds to drop from the heavens and disgorge 5 more Enclave. After the firefight which quite frankly was one of the more hairy moments of the game I stopped to pause and think about the game mechanics of the designer/coder who had obviously sat and thought about exactly that scenario playing through. Again - excellent. It topped it all off for me. This was of course on top of other encounters like the whole Lovecraft/Cthulu Dunwich building escapade. That was a bloody scary hour or two I can tell you. It was sooooo dark - things literally did go bump in the night and it was designed through the teaser holotapes to make you want to go further in, to round that next corner, hearing the scrabbling and the screaming with torchlight off and hoping you didn't meet something to scary. Of course you did and that was the whole joy of it. It was designed to make you jump and it worked.
Enticing people in, to make them want to go into the basemant with no torchlight, when they 'know' that the axe murderer is waiting for them down there with a big smile on it's face is hard to do, so when they (Bethesda) pulled it off is no mean feat. They got it right, the whole shebang.
This time round I just get the feeling that in general the new developers just haven't got it quite right. By all means they have put together a very accomplished game in it's own right and yet in some ways it is a different game to that which I expected and maybe that is why I am a little disapointed. Not greatly I may add but just enough for me to think . .
So far I have explored enough of the wasteland to get a good feeling about why I feel this way and in general the problem may be that they (Obsidian) wanted to do so much in such a short period of time. I have listened to their development team blogs and somehow get the feeling that having had the early development on Fallout want to realise what they were trying to do then with the success that Bethesda re-kindled with their interpretation of the wasteland. Not a bad thing, however maybe they are trying to place their old interpretation into a different and possibly unfamiliar format.
Above ground they seem to do it reasonably and quite competently well (the argument for soooo many locations is for a different thread) but when it comes to inducing that gut wrenching - 'oh [censored]' moment of sheer apprehension as you delve deeper have only come a few times. Playing on the hardest difficulty on 'hardcoe' maybe next time I won't bring a companion along because maybe it is this that is taking away from the whole experience. Having Veronica is at times a godsend, however with DT 24 BOS power armour on she is a tank. Literally. It isn't a challenge anymore. I don't feel the fear. Perhaps this is to make up for the sheer ridiculousness of running into DeathClaws just outside Primm - ( I mean, really?! ) but in essence descending into the basemant isn't scary. I absoloutely love the sheer wackiness of the socio-psychological experiments gone wrong that are part of the whole Vault-tec experience. The ones that I have come across so far - sheer ingenuity - really, and I can't fault the developers for what they have done so far with regards to these aspects - (i.e. no.2 above) but in so far as no.1, I just dont think they have got it. The closest I have got are the Rodents of Unusual Size (funny) who pack just enough of a punch to scare you and leave you smiling. Dungeons don't have to be populated by 'uber' / 'legendary' creatures to be scary. That's taking the easy option. Little tricks like submerged mines or hidden trip wires that cripple you just as the roof gives way to have 5 or 6 merely ordinary ghouls (they don't even have to glow) drop down on you are little moments when your heart starts to pound and you think - 'oh [censored]'. it's amazing the effect surround sound can have on a gaming experience.
. . and i have yet to come across anything like the supermarket to the NW (?) of Megaton with the elaborate death-trap that got set off - I mean dominoes with boxes of detergent - I laughed my ass off, after I reloaded the game and picking the little bits of my character that were left due to my sheer stupidity of wandering into it. Sheer brilliance. That I think is my point - I just haven't come across those little extra details that caused me to go - 'yeah, damn right - this is Fallout' to the same extent in this game as it has done in the last. Maybe i am judging a little too early and maybe this would be in extra add-ons. I am in no way discouraged however. Its still excellent ( ' . . a theoretical degree in physics . . '
) very good. Bring on the fear Obsidian - swearing is all very well and good and is 'trendy', I know but emotion is where it is at. Give us the fear - we want to get scared. We want to go into the basemant despite that very heavy breathing. Give us an excuse to do so . .