What dungeons do you want to see the most?

Post » Mon Jul 26, 2010 1:05 pm

Personally, I always enjoyed going into the ruins and the forts the most. I would like there to be 50 forts, 50 ruins and the other 30 can be divided into caves and mines.
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Lewis Morel
 
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Post » Mon Jul 26, 2010 8:20 am

dwemer ruins from morrowind :)
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dell
 
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Post » Mon Jul 26, 2010 8:24 am

dwemer ruins from morrowind :)

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sam westover
 
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Post » Mon Jul 26, 2010 2:48 pm

dwemer ruins from morrowind :)

I'm so glad they're making a return! Also the fact each dungeon is gonna be hand crafted and have "Puzzles" to solve will make me want to visit them for something other than just Armor.
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Benjamin Holz
 
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Post » Mon Jul 26, 2010 4:07 am

I'm so glad they're making a return! Also the fact each dungeon is gonna be hand crafted and have "Puzzles" to solve will make me want to visit them for something other than just Armor.

completely agreed, this gives me so much hope that this series will redeem itself :)
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stacy hamilton
 
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Post » Mon Jul 26, 2010 11:15 am

Kinda weird poll...
No offense but the poll is kind of useless when you have that complexity of options. Much better to add multiple options in this case. Or no poll at all.

Anyway, I'd like ancient tombs, ancient ruins, shipwrecks, old forts, some newer forts that is still "living", mines (many different kinds), caves (both "watery" caves with rivers, floods, waterfalls, etc and ... deep rocky caves).
Different kinds of caves (different "stone/rock" material).

Also, dwemer ruins, daedric shrines (of some sort, not necessarily like Morrowind's, and definitely not like Oblivion's), ancient and abandoned towers (like a wizard's tower or a keep). A few "living" towers/keeps as well, like outposts.

Some dungeons should also be a combination of several different kinds. Like... an ancient tomb leading to a daedric shrine, or a cave leading to an ancient fort or a dwemer ruin. Or something like that.

There should be a variery of all these kinds of dungeons.
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Frank Firefly
 
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Post » Mon Jul 26, 2010 12:45 pm

Usually, I tend to enjoy exploring ruins more so than caves in games as caves tend to just be generic caves when they appear in RPGs, caves can actually be quite varied in real life, but this variety is rarely explored in games, where they're typically pretty much just your stereotypical cave. Ruins in games tend to be the more interesting type of dungeon to explore as they tend to have more archetectural variety depending on who built them and their function, and there can be a sense of purpose to their design that isn't possible in caves (Not to say that this is always taken advantage of, but that's another matter.) lending to a greater sense of variety, not to mention they can give glimpses into the culture and history of whoever built them, leading to oportunities for interesting lore, however, it doesn't make much sense to have too many ruins in the game, I think. I mean, in Oblivion you got the feeling that someone just placed forts and Ayleid ruins at random just to provide a place for players to explore, and I think this comes in part from the lack of much thought being put into the logic of their placement, and in part because there's just too many of them for a game of its size. I'd say that caves and such should outnumber ruins in the game, but whereas caves could sometimes be fairly small (Not that there can't also be caves which lead into an extensive network of underground tunnels.) ruins should on average be larger.

Also, not all dungeons need to use only elements of one type of dungeon, there can be dungeons that combine different types of dungeons, like Sideways Cave in Oblivion, where you have a normal looking cave that leads into a forgotten Ayleid ruin, or that one tomb in Morrowind with a passage leading into a Daedric chamber that's presumably part of the Daedric ruin nearby which is inaccessable due to a collapsed entrance. After all, Bethesda can't be expected to model a unique tileset for all 130 dungeons, so Bethesda will have to come up with ways to make dungeons feel unique and memorable without using unique models and textures at times, and combining elements of different tilesets could be one way to do this.
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Gaelle Courant
 
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Post » Mon Jul 26, 2010 10:11 am

You shouldn't simplify the idea of dungeons down to a few random words combined in many ways to produce so-called variety. Dungeons, or any places we would visit, should never be thought of cookie cutter templates. That's the very problem dungeons in Oblivion had, and what we want to steer away from.

Look, in our own history, we had places like the Library of Alexandria, the Collosseum at Rome, The Statue at Rhodes, Easter Island, The Pyramids of Giza & The Sphinx, The Vanished Civilization of the Maya on Machu Pichu, The Parthenon at Greece, Mount Olympus (in theory), the Lost City of Atlantis, the Bermuda Triangle, and many more amazing places, shrines, temples, mysterious places all over the Earth. Each place provides a sense of the majesty and pinnacle of human creativity and energy. They are all unique. Most of them had a purpose for being built, a society to build them, history behind them, a kind of functionality (or usefulness), and are now deemed mysterious and enthralling due to the mysteries surrounding them today.

Therefore dungeons shouldn't be just "ruins and forts" tossed about here and there. Every dungeon should be its own unique place, with its own history, reason, peoples, and (most important of all to US) mysteries to solve now. I know that would take an enormous amount of thinking, preparation, writing, and planning, and thus I doubt EVERY place will be unique, it's impossible. It would require many assets that could never be used twice, and for all of this to fit on one disk, I just don't see how that could happen. But a large portion of them could have unique aspects at the very least, and a reason to remember them as different than all the other places.

I look forward to dungeon crawling something fierce this tiime around. I know it'll be better than Oblivion. We've all seen the pics and the trailer where it shows the dungeons, they look way more archaic and unique. It's going to be awesome.
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Jimmie Allen
 
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Post » Mon Jul 26, 2010 1:25 pm

dungeons which start off as one thing but turn into another.

ie enter a cave, go deep enough and you find a temple... go deep enough in the temple you find an ancient mine, deeper still rivers of lava.
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BrEezy Baby
 
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Post » Mon Jul 26, 2010 7:25 am

It's like you created a poll with a single obvious answer... what did you think people would vote for?

Anyway, I'd like to see a variety of dungeons, each and everyone of them unique.
I'd like to enter a dungeon, find out that everything's very quiet, only to discover the horrors that dwell within it. Could be awesome seeing a very dark dungeon, where you can't see anything, but if you have a torch (and you do) you equip it, and then you find out that you're standing on corpses and skull, that there's blood everywhere. (I admit, it's very horror like, but I want the good, the bad, and the ugly, the entire package :D)
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Russell Davies
 
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Post » Mon Jul 26, 2010 2:00 am

an ancient temple thats been taken over by dragon worshippers... or just go down the local pub and get into a brawl.. either one seems good enough
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Robert
 
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Post » Mon Jul 26, 2010 3:26 pm

I like ruins if there is an actual reason for them to be there. I loved the feel of the elven ruins in Oblivion, but the old human forts just seemed out of place somehow. Little beats inhabited caves though for me. I love finding the local goblin tribe and laying waste. I just wished the AI for semi-intelligent creatures was just a bit better. Lone goblins should run for help if they spot you.

Looking forward (hopefully) to finding some lost falmer ruins in Skyrim
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GRAEME
 
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Post » Mon Jul 26, 2010 7:37 am

Unique one off dungeons. A shipwreck, an ancient maze, stuff like that.
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Ilona Neumann
 
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Post » Mon Jul 26, 2010 1:25 pm

Poll has no option to select Tombs/Barrows which are my favourite. Always some interesting stuff in those!
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brenden casey
 
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Post » Mon Jul 26, 2010 9:29 am

It would be good if Skyrim introduced a type of 'dungeon' that we've not had before

Like Morrowind has Daedric ruins, and Oblivion had Ayleid ruins, we need something that is uniquely Skyrim.

Falmer Ruins maybe?
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Miragel Ginza
 
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Post » Mon Jul 26, 2010 1:59 pm

The Dwemer ruins do look pretty cool. I dont think we even know about much else other than that except for "Crypts"/Barrow dungeons.
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Kate Schofield
 
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Post » Mon Jul 26, 2010 3:27 am

I would like some dungeons that aren't Rabbit Holes deep undeground.

I would like to see some above ground-dungeons, like a haunted town or a Wizard's Tower where you climb to the top.
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Kari Depp
 
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Post » Mon Jul 26, 2010 12:53 pm

hoping for above ground locations aswell. they would diversify your game experience so much. as huntsman said, climbing a wizard tower would be so cool.
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Chris Guerin
 
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Post » Mon Jul 26, 2010 2:08 am

I voted for ruins, but only if those ruins look like they might have actually once been something or that someone might have actually once lived there. I've seen too many ruins in games, that if you were to reconstruct them, they'd be nothing. I've also seen too many ruins in which there is no one anyone would have ever build them with an intent to live in them. The Aylied ruins are prime examples. The various ruins in WoW are another. And that bugs me to no end.
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Katie Pollard
 
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Post » Mon Jul 26, 2010 6:07 am

dwemer ruins from morrowind :)

I want to see Dwemer Ruins from Skyrim. I already saw the ones in Morrowind. ;)

I mean, yeah, I want an even distribution of the different dungeon types, but as far as what I'm most looking forward to, it's the Dwemer Ruins, no doubt.
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James Hate
 
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Post » Mon Jul 26, 2010 1:21 am

Im not sure if vampires are in the game, and if they are I doubt they will be those from lore, but if so I desperately await their icy haunted lakes...
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Ludivine Dupuy
 
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