Bring back H-U-G-E dungeons?

Post » Sun Jan 24, 2010 6:31 pm

A few very large dungeons would be fine. However, I would rather more mid size dungeons that don't take countless hours of exploration as opposed to fewer very large ones.
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Eduardo Rosas
 
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Post » Sun Jan 24, 2010 1:21 pm

Randomly generated dungeons are bad because they force the design of the dungeon to be very generic. Every piece needs to be able to connect seamlessly with every piece, and you get a lot of sharp right angles and and boxes because it all essentially has to fit onto a big grid, and then those pieces are thrown together on the fly by a program with no consideration for whether pieces make sense next to each other, whether the result looks natural, or whether it's even fun to play in. And with random generation, you can't get unique dungeons like Sideways Cave in Oblivion. Which isn't to say that Morrowind and Oblivion, with their hand-crafted dungeons, don't suffer from some of these, but when you design it by hand, you're more easily able to make places unique and interesting than if they're all handled by a computer.

I thought they made construction sets to make alot of the content... seems like that would make handcrafted ones be made on a grid as well. They wouldnt have to be completely random either... random minor variations could add alot of replay value imo. Such as rearranging set rooms/monster locations/traps/loot. Make it look different each time you enter so it doesnt always feel like a repeat. I was suggesting that only a few of them be this way. I do like very creative hand made ones.
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gary lee
 
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Post » Sun Jan 24, 2010 10:37 am

I like dungeon crawls, so large dungeons for me please. :toughninja:
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Tom
 
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Post » Mon Jan 25, 2010 12:24 am

How bout a bit of each?

Large unique dungeons with set loot.

While sone medium will have detailed unique areas with unique set loot while theother half of medium dungeons are randomly generated with random loot.

Same with small dungeons as the above with medium.

Also add very hard to find potholes/caves/hollows/hideyholes in the ground that may contain a small house like area or just be a container all its own with the random generated loot or unique loot. You could also make this become your secret stash or hide away or new home.

-Make MOST of these difficult to find but not all.



Add plenty of secret passage ways that can only be uncoded through through certain skill checks to even better loot (random or unique). You can open these with certain weapons or keys, say theres a riddle or something that asks you to use a silver weapon on a wall or an old ancient tomb requiring you to use a fire elemental spell to activate the hidden passageway. yadda yadda.

Also let us have many map makers not just one measly little marker. We should have a set of 20 or so or as many as humanly possible and let us nickname the area we discovered under the mark.
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Kill Bill
 
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Post » Sun Jan 24, 2010 10:23 am

Dungeons should feel more epic in general. Meaning fewer but dungeons are bigger in scale. Each dungeon should have a unique feel to it. Also the end boss should be a definite struggle.
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Iain Lamb
 
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Post » Sun Jan 24, 2010 4:00 pm

I like a dungeon that inside looks like the pyramid of giza, paths that you have to crawl, interesting hieroglyphs that you have to decipher, and maybe haunted a little bit (not that the pyramids are haunted) not necceserily fight a ghost, but always keeping you alert , like the fear game
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M!KkI
 
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Post » Sun Jan 24, 2010 1:39 pm

I thought the Shivering Isles expansion did a pretty good job of dungeons. We saw somewhat more variation than Oblivion's cookie cutter room, cave dungeons. If we go with Daggerfall sized dungeons with today's graphics quality, won't that take up too much space? I'd rather not see too much noticeable cookie cutter dungeons.
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asako
 
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Post » Sun Jan 24, 2010 5:24 pm

What I would like to see regarding dungeons is more logic applied to them. The forts should be -forts-, with storage areas, weapons areas, commons areas, etc. Even if they are abandoned or broken, they should be large and diverse enough to have actually put up a fight. There should be the above ground fort structure, with multiple entrances to below. The below sections could be isolated by fused shut doors, cave ins, etc, but what you would have is effectively an above ground level, with attached independant dungeonettes, that form one coherent dungeon.

The cave systems should be more extensive....as well as having both living and dead caves.

The Daggerfall style dungeons would be ideal as things like mage research or strongholds. Only an idiot goes into a mages place of power and expects it to be a linear walk.....

The Aylied ruins need to follow more the fort style mentioned above, and be more than generic tombs. If those structures survived, there must be reasons why. Finding that out in itself could consume visiting half a dozen or more of this type of abandoned ruin.

And then there is the most ignored type; towers. Make at least part of a tower dungeon an actual bloody tower!
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Sophh
 
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Post » Sun Jan 24, 2010 4:17 pm

What I would like to see regarding dungeons is more logic applied to them. The forts should be -forts-, with storage areas, weapons areas, commons areas, etc. Even if they are abandoned or broken, they should be large and diverse enough to have actually put up a fight. There should be the above ground fort structure, with multiple entrances to below. The below sections could be isolated by fused shut doors, cave ins, etc, but what you would have is effectively an above ground level, with attached independant dungeonettes, that form one coherent dungeon.

The cave systems should be more extensive....as well as having both living and dead caves.

The Daggerfall style dungeons would be ideal as things like mage research or strongholds. Only an idiot goes into a mages place of power and expects it to be a linear walk.....

The Aylied ruins need to follow more the fort style mentioned above, and be more than generic tombs. If those structures survived, there must be reasons why. Finding that out in itself could consume visiting half a dozen or more of this type of abandoned ruin.

And then there is the most ignored type; towers. Make at least part of a tower dungeon an actual bloody tower!


Alyeids could learn a thing or two from the egyptians. The developers can look to egyptians for real life designs. Unless they haven't already since most holleywood traps and things we think of ith boobytraps come from this. More twisting walls and deadends to no where. Make some areas make us crouch to get inside. Thats always nice. Being forced to fight critters in the lowers walls with claymore lumbering in your hands slowly will bring up the anxiety.
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lolli
 
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