» Sat Feb 19, 2011 3:00 am
Talking about improving dungeons i noticed most improvements that people want are already in Oblivion dungeons, with mods that fix level scaling and random treasure. Size is not too big - the equivalent to Privateers Hold for most Oblivion dungeons. It's easier to navigate within without being lost. There are traps and secret passages. Dungeon exterior matches it's interior. Correct textures and architecture styles. Illumination is very good.
Still i had more fun with Daggerfall dungeons and Oblivion ones felt very boring and without much purpose. It's hard to explain but i will try.
The ambient music is excellent. One of the things that make dungeons feel so cool. Not an orchestra but sounds of doors and moans used as instruments for a creepy music.
Daggerfall dungeons don't just have traps, elevators and doors activated by switches and levers, teleporting doors, climbing pits, secret passages and other stuff for exposition and to make good screenshots. Traps in Oblivion dungeons are don't pose any danger or force the player to think too hard or find an alternative route. In Daggerfall these things can be a puzzle but there always alternative routes if the player can't climb or swim well or levitate. Daggerfall supports better using skills to solve problems inside dungeons. In Oblivion you only need a good sword and plenty of health potions and go through the obvious and only path. Boring.
This is an evil of both Daggerfall and Oblivion dungeons. A dungeon is just an obstacle in the way to complete a quest, which is either (in most cases) collect an item or kill someone. Replace the dungeon by a brick wall which takes a certain amount of effort and health to pass and you have the only reason for a dungeon to exist. Kind of boring and this should be improve by trying to generate some sort of background and history for a dungeon and have this background be used for quests.
Design is what unbalances the score towards Daggerfall. This has nothing to do with dungeon architecture which is better in Oblivion by far, but what makes the player move and interact inside the dungeon. Being lost is fun and contributes to immersion if not excessive, which admittedly happens more than necessary in Daggerfall. Sometimes you find a monster that is hard to impossible to beat and you have to flee, but that won't stop you from finishing a quest. It only creates a sense of imminent danger. You can abandon a dungeon quest because there's always more chances for adventure. There's always a secret room or a blocked passage without an obvious access path which makes it hard to explore a dungeon in a boring way and breaks the player routine. There's always one or two big treasure piles which makes going into a dungeon worth it.
Finally the big thematic rooms that appear inside Daggerfall dungeons, specially in the big dungeons. These rooms remind me of prison cells, underground forbidden temples, battle pits, caves connected to rivers used by smugglers, treasure vaults connected by elevator mechanisms. These big blocks often have a secret treasure room and are very fun to explore and sometimes with interesting navigation puzzles.
Both Daggerfall and Oblivion dungeons can still improve a lot by taking examples from other games. Diablo had special rooms in it's generated labyrinths, sometimes with special characters and a story that would trigger a quest. Once i found a Nord walking inside an Oblivion dungeon. I thought great, this is a random encounter inside a dungeon. Maybe this guy is another explorer and he has a story to tell. Great disappointment. The guy would mumble abut boring gossip as if he was a common town person and would ignore me completely.
Just some ideas on how to improve Daggerfall dungeons both statically and dynamically in the way the player interacts inside them.