Remember the repetitive dungeons in oblivion?

Post » Fri Feb 18, 2011 11:37 pm

I swear in those dungeons (the man made ones with the greyish stone) they were ALL identicle. I hope in skyrim they arent as repetitive :/
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Katie Pollard
 
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Post » Fri Feb 18, 2011 8:59 pm

Oblivion had one dungeon designer. Skyrim has eight. There are fewer dungeons in Skyirm as well. All this means that each dungeon you go to will be unique and different.
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Leanne Molloy
 
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Post » Sat Feb 19, 2011 10:59 am

Oblivion had one dungeon designer. Skyrim has eight. There are fewer dungeons and Skyirm as well. All this means that each dungeon you go to will be unique and different.

Well that pretty much explains it :P Thanks. Where did you get this information?
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Andres Lechuga
 
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Post » Fri Feb 18, 2011 11:25 pm

While I do agree that a few things can be done about that, don't count on it too much.

If you want there to be more than 10 dungeons in the game there will always need to be some repetition since the dungeons are designed with kit pieces.



It's unlikely that any devs are actually reading this suggestion, but there should really be multiple texture sets for each dungeon piece, so you can change the "grey stone" texture into a black cobble texture, or liekwise turn normal cave walls from "generic grey stone" into limestone or dirt or something. I don't see why we can't have quantity AND quality in each dungeon, change up those color palletes and texture shemes! I do prefer having more dungeons even if they are repetitive, as apposed to just a couple of unique dungeons. You guys may like to spend a week tops playing the game, but I like the fact that I've logged nearly 400 hours in Oblivion and Morrowind and there's still many places I haven't seen.
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Victoria Vasileva
 
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Post » Sat Feb 19, 2011 11:47 am

I think it was in one of the mags but i don't remember exactly.
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Kaylee Campbell
 
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Post » Sat Feb 19, 2011 5:54 am

Instead of one guy making 200+ dungeons, you have 8 making 10-20 dungeons each.
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Euan
 
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Post » Fri Feb 18, 2011 9:53 pm

Remember Skyrim is a different game?
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Rich O'Brien
 
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Post » Sat Feb 19, 2011 12:14 pm

No place with be like the other alike.
This counts for dungeons, cities, environments, everything.

Supposedly, the uniqueness and detail in level design is outstanding, even "microscopic" :)
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rheanna bruining
 
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Post » Fri Feb 18, 2011 10:26 pm

Really, they were all identical? Because that's incredibly wrong. Every single dungeon was different.

Sure, not all of them had something really unique and interesting going on, but they were all designed differently, they had different traps, some of them had stories involved that weren't quest-related, some of them had little puzzles here and there. Saying they were all identical is an EXTREME exaggeration.

That said, of course I'd welcome an even bigger difference between each dungeon, and with more dungeon developers, I don't think it's something that should be a concern.
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Kanaoka
 
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Post » Fri Feb 18, 2011 9:37 pm

Instead of one guy making 200+ dungeons, you have 8 making 10-20 dungeons each.

In other words...there will be more variety between the dungeons :yes:
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Assumptah George
 
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Post » Sat Feb 19, 2011 9:16 am

Really, they were all identical? Because that's incredibly wrong. Every single dungeon was different.

Sure, not all of them had something really unique and interesting going on, but they were all designed differently, they had different traps, some of them had stories involved that weren't quest-related, some of them had little puzzles here and there. Saying they were all identical is an EXTREME exaggeration.

That said, of course I'd welcome an even bigger difference between each dungeon, and with more dungeon developers, I don't think it's something that should be a concern.


While OP wrote identical, that's not what he originally meant I think.
I think he meant that they felt identical.

To me they did. They felt pretty much the same, more or less.
After playing Oblivion for a while, every time I saw a dungeon when exploring I was like "Nah... why would I wanna go in there, it's just like all the other dungeons. Nothing special or unique. All feels the same."
Only unique ones were quest related, which you got over pretty fast to be honest.
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Monika Krzyzak
 
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Post » Sat Feb 19, 2011 7:52 am

No place with be like the other alike.
This counts for dungeons, cities, environments, everything.

Supposedly, the uniqueness and detail in level design is outstanding, even "microscopic" :)

Yes exactly, I can't remember which of the podcasts it was where they talked specifically about this - how all of the ruins in Oblivion looked like they were made the same year, and how they have put much more work into making the ruins and dungeons much more unique, more ancient, more weathered. I think we are going to be pleasantly pleased on this count!
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Aaron Clark
 
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Post » Sat Feb 19, 2011 9:34 am

I agree in a way but IMO Oblivion wasn't that bad in this sense. Caves and built dungeons and buildings can be a bit samey. I hope they don't get too lost on tweaking every smallest detail
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Veronica Flores
 
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Post » Sat Feb 19, 2011 5:29 am

While OP wrote identical, that's not what he originally meant I think.
I think he meant that they felt identical.

To me they did. They felt pretty much the same, more or less.
After playing Oblivion for a while, every time I saw a dungeon when exploring I was like "Nah... why would I wanna go in there, it's just like all the other dungeons. Nothing special or unique. All feels the same."
Only unique ones were quest related, which you got over pretty fast to be honest.

This is pretty much how I began to feel, and the leveled loot and lack of hidden unique items just made me care even less.
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Emma Louise Adams
 
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Post » Sat Feb 19, 2011 11:48 am

Oblivion's dungeon layouts were actually excellent.. better than Morrowind's (too small) or Daggerfall's (too big) for sure.

The problem with Oblivion was not the layouts, but the leveling auto-content that made dungeons identical in content and pointless.

Using OOO, dungeons feel A LOT different from each other because they shake up the spawns and treasure, etc.
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elliot mudd
 
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Post » Sat Feb 19, 2011 2:59 am

If there isn't going to be anything valuable inside a treasure chest, don't have them at all. Fewer treasure chests, better loot.
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Chloé
 
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Post » Sat Feb 19, 2011 11:50 am

Oblivion's dungeon layouts were actually excellent.. better than Morrowind's (too small) or Daggerfall's (too big) for sure.

The problem with Oblivion was not the layouts, but the leveling auto-content that made dungeons identical in content and pointless.

Using OOO, dungeons feel A LOT different from each other because they shake up the spawns and treasure, etc.

Oblivion's dungeons DID look alot like one another. There have been many occasions while playing that I wondered, "Haven't I already been in this dungeon? Oh wait, no I haven't, my map is blank, which means I haven't explored this one yet." yes, I though they did look alot alike

The leveled scaling appears to have been one of the biggest gripes about Oblivion. I cannot argue this point because I agree that it was a problem...a problem that hopefully won't be repeated again.
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Ross
 
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Post » Fri Feb 18, 2011 8:10 pm

Oblivion's dungeon layouts were actually excellent.. better than Morrowind's (too small) or Daggerfall's (too big) for sure.

The problem with Oblivion was not the layouts, but the leveling auto-content that made dungeons identical in content and pointless.

Using OOO, dungeons feel A LOT different from each other because they shake up the spawns and treasure, etc.

That, and there were essentially only three kinds of dungeons; Ayleid ruins, the ruined forts, and caves. Most of which were filled with either undead, necromancers ( + more undead), or generic bandits. Then there were a few with animals/monsters, and a cave for each goblin tribe. So pretty much all your enemies had the same strategy, run at you and hit you, except for necromancers who occasionally used ranged spells, and the rare bandit archer.

Anyway, despite what I was just talking about the dull feeling was mostly due to the leveled content and lack of unique items and creatures.
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Jessica Thomson
 
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Post » Sat Feb 19, 2011 5:29 am

If there isn't going to be anything valuable inside a treasure chest, don't have them at all. Fewer treasure chests, better loot.

Agreed. That, if anything, is what made the dungeons of Oblivion repetitive at all. The layout was good, but with no unique treasure and the fact that you'd typically clear the entire dungeon with next to nothing to show for your efforts then there isn't a lot of reason to go in.
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Greg Swan
 
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Post » Fri Feb 18, 2011 9:34 pm

Oblivion's dungeon's were great and fun to explore, it was just the lack of Set Items and different enemies that made it feel like huh I'm not really getting the enjoyment that I usually should get if I explore a dungeon. You only had a couple dungeons in Oblivion like Veyond Cave that were Unique. I hope to see more Veyond Cave type dungeons without the water of course :biggrin:
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patricia kris
 
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Post » Sat Feb 19, 2011 5:15 am

No I don't remember because they weren't all identical to me.
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JAY
 
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Post » Sat Feb 19, 2011 3:00 am

After playing Oblivion for a while it got annoying that every dungeon looked basically the same. What bothered me even more though was that only 2 or 3 dungeons acctually had a reward at the end. most dungeons were just packed with monsters and random generated treasure which almost always failed.

What do youguys think about this?
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Jessica Raven
 
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Post » Sat Feb 19, 2011 6:58 am

After playing Oblivion for a while it got annoying that every dungeon looked basically the same. What bothered me even more though was that only 2 or 3 dungeons acctually had a reward at the end. most dungeons were just packed with monsters and random generated treasure which almost always failed.

What do youguys think about this?


That was my biggest problem with Oblivions Dungeons. Some of them like Mingo (Censored) Cave or Boreal Stone Cave were wasted. Those locations were a joke especially Mingo (Censored) Cave. That dungeon still gets me angry every time I pass by it. :brokencomputer: :brokencomputer: :brokencomputer:

Oblivion had some unique dungeons like Veyond Cave or Echo Cave but most of them were kind of standard, fun to explore but standard in nature. I hope Skyrim changes that.
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amhain
 
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Post » Sat Feb 19, 2011 8:18 am

They have 8 people working on them, instead of one like with Oblivion. Also they have said due to some kind of thing that no two dungeons will be alike. They will all be crazy and unique.
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David John Hunter
 
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Post » Sat Feb 19, 2011 6:29 am

http://www.pcgamer.com/2011/02/08/skyrim-has-a-hand-crafted-world-with-no-two-areas-alike/
Bethesda promise that the game’s dungeons will be much more varied than they were in Oblivion. Where Oblivion had one dungeon designer, Skyrim has eight. The team will be working on keeping Skyrim’s dungeons varied with puzzles and traps, to ensure that “no two areas are alike.” An example of one such dungeon is the Bleak Falls Barrows, which features ancient Nord catacombs carved between huge tree roots and underground rivers. There will be 120 dungeons in total.

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JD FROM HELL
 
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