Weren't the dungeons supposed to be vastly improved ?

Post » Tue Dec 13, 2011 4:53 am

What else could be in a dungeon? Magic unicorns?

You go into dungeons to find loot and kill enemies. That's what they're for. I also absolutely love the exists in the boss rooms that lead straight out. I hated backtracking through the dungeons in Oblivion.


I wouldn't mind seeing things like multiple bosses, dungeons that have no "boss", empty dungeons, etc

Larger dungeons should 100% have a quick way out at the end, but some of the smaller dungeons really don't need it. There could also be dungeons that you could have to fight your way out of, etc.

I completely understand the design mentality behind the way they set up dungeons, and I can also see why it doesn't bother people.

The biggest reason why it bothers me is because I like getting immersed in the fantasy world as much as possible. Having every dungeon set up the way they are makes them as a whole unbelievable even in a world with spells and dragons.
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Victoria Vasileva
 
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Post » Tue Dec 13, 2011 8:59 am

They are.
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Crystal Clear
 
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Post » Tue Dec 13, 2011 2:16 am

A lot of the communication about this game was about how such thing had been "vastly improved" compared to Oblivion.
One of the main point was about how the Skyrim's dungeons would be far superior, lovingly handcrafted to be much more varied and interesting. And well, this does leave me scratching my head.

So far, it seems that yes, there is more varied type of dungeons (more than the four elven ruins - natural caverns - fort ruins - mines from Oblivion). There is also some "boss fights" in the unique ones which are rather fun.
But WHERE the hell is the "lovingly handcrafted" part ? Because for now, all I've seen, regardless if it was random dungeons or unique ones, have been extremely repetitive corridors with one entry and one exit, where you just follow the one single ultra-linear path.
That's both boring and repetitive as hell, as well as being even inferior to Oblivion's layout, which, as bad as it was, at as least more than one single tunnel to follow, with branching paths and several ways to go to the same place.

Have I been VERY unlucky, was it another communication lie, or is this just another casualty of the "streamlining" of the game (because yay, a secundary path would be too complex !) ?


Things have been vastly improved...if you dont think so then you should change your definition of "vastly" or "improved" because yours currently svcks.
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Mandy Muir
 
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Post » Tue Dec 13, 2011 12:29 am

I really want to believe you (because it's better if the game is fun, obviously), but as I said, so far I've only seen dungeons made of one single tunnel that you follow mindlessly - which feels WAY MORE copy'n'pasting than Oblivion, which at least had different layouts.
Sure they have (as I said in my post) more varied graphics, but a linear tunnel gets old much faster than a tileset, to be honest.

I've a bit of a hard time believing that I just coincidentally found only the rare dungeons that are totally and completely linear, though if it's the case I'll be overjoyed.


Going in a roughly straight line and dungeons looking alike are two very different things. And I would agree that the corridors in them are extremely narrow; which is a big problem with companions and conjures following along; or worse, in front of you, but that doesn't make them identical either. I've gotten quite turned around and lost amongst the combination of tunnels and rooms in them.

They do tend to lead you in and out. And there are similarities, say, in the dungeons that have the same baddies in them, however, they are not copied and pasted like they were in Oblivion, and if you think they are less unique than Oblivion, you must not have played Oblivion in a very, very long time because to find a unique Ayleid, ruin, or Fort, was a rare, rare occurrence (like one or two? out of all of them). The dungeons here obviously share building pieces (staircases, doorways, cages, etc) but I have cleared more than 25 of them and have yet to enterone and experience deja vu at the overall experience in any of them.

@ECZ3n354 - Have you played the game yet or gone through the dungeons? I did one yesterday with two bosses, they often have no boss and you sometimes fight right up until you exit out of the dungeon and I've been in an empty one and I've only cleared 25 or so dungeons from all over the map. Edit: I just saw your other post. Forts aren't like that. They tend to be more circular in nature and you have a couple of exits/entrances and you can enter/exit at the top or the bottom.
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Richard Thompson
 
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Post » Tue Dec 13, 2011 12:39 am

I understand what you're saying OP. Although dungeons look visually different, there's very little that is fundamentally different from one dungeon to the other.

Basically this summarizes most of my dungeon-delving experiences in Skyrim: go in, follow linear path to the end - in the process, kill everyone and maybe solve some variation of the trivial snake-eagle-whale puzzle, kill boss guy at the end if there is one and loot his corpse, find word wall if there is one, find main chest, unlock it, see that it only contains a leveled sword, 9 gold and a potion of minor healing, roll eyes, follow quick-exit hidden path back the entrance (or to the other side of the mountain).

Although they're much better than Oblivion's dungeons, they're still nothing to write home about.
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Rach B
 
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Post » Tue Dec 13, 2011 7:20 am

After going through many of the caves. mines, and crypts in Skyrim, the very idea of stepping into a ruin or cave in Oblivion makes me nauseous.

So, yeah I would say they have definitely been improved a bit.
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Shannon Marie Jones
 
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Post » Tue Dec 13, 2011 1:11 am

I can break down basically every dungeon in skyrim right now.

Enter dungeon
Travel down tunnel system
Fight the "boss"
Loot generic large treasure chest
Leave via the very very conveniently placed exit located right next to the boss

In fact, I would bet money, that the above were design requirements for every dungeon in the game. The level designers did a terrific job in handling them in creative ways, but it does break immersion quite a bit once dungeon crawling turns into -> run to boss -> loot big chest -> immediately leave.


When you break it down like that every game is exactly the same. FPS are run here shoot this guy blow this up, repeat. Racing games are start race get ahead of everyone win race. RTS are build big army send big army out win with big army.

You can simplify it to the tenth degree but all your doing is being difficult on purpose.
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Stephanie Nieves
 
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Post » Tue Dec 13, 2011 7:15 am

While I understand your point, Skyrim's dungeons and caves have many different designs and variations. I disagree with the multiple paths argument as well, since most of what you got in Oblvion were to parts that ended in minor loot finds, but the terrain still didn't change, while having to backtrack incessantly. I found that backtracking tedious after about a half-dozen cave/castle/dungeon encounters. There are dungeons and caves in Skyrim that have branching corridors, that lead to loot, and not only that, they lead to items necessary to finish the cave/dungeon quest. One facet I absolutely love in Skyrim that irked me to no end in Oblivion, is that many of the caves/dungeons have an exit near the end. Or, it lead to a path that allows to leave the area from its original entrance, through a hidden or unlock-able door/moveable rock that couldn't activated from the beginning when you first entered it. In oblivion, I found myself all too may times having to backtrack the length of some really long caves to leave. Ayleid ruin were sometimes really nasty in this aspect. But I admit, I miss those ruins and the facsimiles (the Dwemer ruins) are far a few between when compared. Now, one thing I think Oblivion had that was far superior in caves, dungeons, castle and ruins, was that creepy http://www.youtube.com/watch?v=ffj--qr9YpY, that never got old.
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Andrew Lang
 
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Post » Tue Dec 13, 2011 2:53 am


@ECZ3n354 - Have you played the game yet or gone through the dungeons? I did one yesterday with two bosses, they often have no boss and you sometimes fight right up until you exit out of the dungeon and I've been in an empty one and I've only cleared 25 or so dungeons from all over the map. Edit: I just saw your other post. Forts aren't like that. They tend to be more circular in nature and you have a couple of exits/entrances and you can go in at the top or the bottom.


I've played for ~60+ hours. I have cleared countless dungeons and that has been my general experience. I still have never found a (non-quest) dungeon that did not have a boss with his boss chest, a dungeon with multiple bosses, nor an empty dungeon that I didn't clean out myself. Forts are slightly better off, but they usually break down to the same pattern as well. Although, they do tend to have more offshoots into various rooms or areas, which I like.

I would have thought that after clearing half of the map I had gotten a pretty decent sample size.
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phil walsh
 
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Post » Mon Dec 12, 2011 11:07 pm

I love dungeon raiding in Skyrim and they all seem different to me and full of atmosphere.
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Emma louise Wendelk
 
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Post » Tue Dec 13, 2011 1:41 am

When you break it down like that every game is exactly the same. FPS are run here shoot this guy blow this up, repeat. Racing games are start race get ahead of everyone win race. RTS are build big army send big army out win with big army.

You can simplify it to the tenth degree but all your doing is being difficult on purpose.


Except that it doesn't *have* to be that way. They don't need to follow a linear path to a boss that has a generic large treasure chest where he conveniently stores his items with an exit right behind him. The dungeons could be radically different, but they aren't. Making the comparison of skyrim to FPS, racing games, or RTS doesn't really make any sense because in all of those games there are clear and precise goals for what the player needs to do. FPS games the goal is to complete your task, whether that be to kill and enemy or blow something up. Racing games the goal is to win. RTS the goal is conquer. What is the player's goal in skyrim? If your goal is to fight bosses and loot their treasure without alot of hassles, than you probably enjoy the current set up a whole lot. If you like exploring and immersing yourself in a fantasy world, than you are probably like me, and feel that setting up dungeons in this fashion detracts from the experience.
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BRIANNA
 
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Post » Tue Dec 13, 2011 4:37 am

Theyre improved from oblivion and are pretty good but still have some major flaws. Linearity is a big one that bothered me too. Theyre also too light, theres too much fighting (something around every corner, gets boring), the puzzles are too easy and some items are recycled a lot which gets boring.
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Ashley Hill
 
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Post » Tue Dec 13, 2011 12:18 pm

Except that it doesn't *have* to be that way. They don't need to follow a linear path to a boss that has a generic large treasure chest where he conveniently stores his items with an exit right behind him. The dungeons could be radically different, but they aren't. Making the comparison of skyrim to FPS, racing games, or RTS doesn't really make any sense because in all of those games there are clear and precise goals for what the player needs to do. FPS games the goal is to complete your task, whether that be to kill and enemy or blow something up. Racing games the goal is to win. RTS the goal is conquer. What is the player's goal in skyrim? If your goal is to fight bosses and loot their treasure without alot of hassles, than you probably enjoy the current set up a whole lot. If you like exploring and immersing yourself in a fantasy world, than you are probably like me, and feel that setting up dungeons in this fashion detracts from the experience.


Sure, the majority of the dungeons seems to be sort of linear (but definitely doesn't feel that way when you go through them, at least not for me), but from having cleared only a fraction of them myself so far pretty much all the various versions mentioned in this thread so far seems to be represented. The fact that not every dungeon is a maze-like 2-hour crawl makes those that are so much more enjoyable ^^
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Stacyia
 
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Post » Tue Dec 13, 2011 6:46 am

The thing that annoys me most is supposedly long abandoned or sealed dungeons have so many lit torches and braziers. Are the draugr scared of the dark? XD
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Beulah Bell
 
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Post » Mon Dec 12, 2011 10:55 pm

The thing that annoys me most is supposedly long abandoned or sealed dungeons have so many lit torches and braziers. Are the draugr scared of the dark? XD


The torches bother me less than all the fresh produce in various barrels. Torches I can understand a s a game play convenience even if I wish it were't there, heads of lettuce and red apples all over the place I have no excuse for.
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Aman Bhattal
 
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Post » Tue Dec 13, 2011 4:40 am

The dungeons are very linear. They also are fairly similar in certain groupings,like we are using the crypt tile set. The dungeons under Markarth are pretty good IMO. But they are much better than oblivion's dungeons IMO, since they were just as linear, and even less unique in appearance.

Sorry, but no.
One of the few redeeming qualities of Oblivion's dungeons was precisely that they were NOT linear. They had lots of intersecting passages, rooms with several entrances and multiple levels that you could often enter or exit by more than one entrance.
That's a FAAAR cry from "being just as linear" as the unique corridor without the tiniest hint at a different way that I've seen so far from every single Skyrim's dungeons.
I'll have a look at Markath's ones quickly, as they seem to be the only glimmer of hope here !
I understand what you're saying OP. Although dungeons look visually different, there's very little that is fundamentally different from one dungeon to the other.

Basically this summarizes most of my dungeon-delving experiences in Skyrim: go in, follow linear path to the end - in the process, kill everyone and maybe solve some variation of the trivial snake-eagle-whale puzzle, kill boss guy at the end if there is one and loot his corpse, find word wall if there is one, find main chest, unlock it, see that it only contains a leveled sword, 9 gold and a potion of minor healing, roll eyes, follow quick-exit hidden path back the entrance (or to the other side of the mountain).

Although they're much better than Oblivion's dungeons, they're still nothing to write home about.

Well, I definitely like how each dungeon seems to have its own story, whether it be bandit smuggling operations, necromancy experiments, wrecked encampments; each dungeon seems like a real place, that real people used to inhabit, and for that I really enjoy spelunking in Skyrim.

HOWEVER, in terms of design, layout, and enemy placement I think Skyrim's dungeons are barely any better than Oblivion's dungeons. In fact, I'd say Oblivion flat-out beats Skyrim in terms of multiple approaches and non-linear paths like the OP was talking about.

These two messages describe exactly what have been my feeling as well, except that for me, the ultra-linear pathway make them look actually NOT like a real place.
Which is a shame, because yes, there have been a LOT of improvement in the visuals, but it's just being canceled by the predictability and boringness of following the supremely railroaded path :-/
what where you expecting a completely different theme for all 300 dungeons?

I was expecting something else than "a dungeon = a corridor", which I explained in the OP and is actually the POINT of the thread, making me wonder if you even bothered to read past the title.
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Laura Elizabeth
 
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Post » Tue Dec 13, 2011 2:13 pm

Hand crafted as they copy and pasted most of the rooms yes. Some of them are unique and quite frankly amazing, but when they said they were going to be unique, they're not really.
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Ash
 
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Post » Tue Dec 13, 2011 1:12 pm

I found a grotto yesterday! :drool:
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Charlotte Lloyd-Jones
 
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Post » Tue Dec 13, 2011 7:06 am

"Interesting" and "Oblivion's dungeons". Talk abut an oxymoron.
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Rachel Eloise Getoutofmyface
 
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Post » Tue Dec 13, 2011 1:36 pm

I think every dungeon in Skyrim is better than every dungeon/cave in Oblivion.
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Emma-Jane Merrin
 
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Post » Tue Dec 13, 2011 4:14 am

They could just have had a little overhaul on the mob side, draugrs with diff armors and helmets are still draugrs even if they shout.
Dungeons themselves are beautiful, i love the Celtic / Nordic design, reminds me Tolkien and Arnor / Northern Kingdoms barrows and the Tossens here.
Kudos to those who designed them, it is actually a brillant step ahead.
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SaVino GοΜ
 
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Post » Tue Dec 13, 2011 5:51 am

They are better than Oblivion's.
After about 50+ hours gameplay you could pretty much predict where to go if you got lost as there seemed to be a pattern of about 7 types of corner in the game
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Lori Joe
 
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Post » Tue Dec 13, 2011 8:13 am

They could just have had a little overhaul on the mob side, draugrs with diff armors and helmets are still draugrs even if they shout.
Dungeons themselves are beautiful, i love the Celtic / Nordic design, reminds me Tolkien and Arnor / Northern Kingdoms barrows and the Tossens here.
Kudos to those who designed them, it is actually a brillant step ahead.

That's really one of the thing that I don't get.
HOW are they well designed ? Just how is a corridor a good design ?
I recognize, and agree, that they look good, but I really don't see the point nor the interest of ultra-simplistic "one pathway", and I can't see what "design" there is in it, not to speak of "good design", like if it required a lot of creativity to make a tunnel...
They are better than Oblivion's.
After about 50+ hours gameplay you could pretty much predict where to go if you got lost as there seemed to be a pattern of about 7 types of corner in the game

And... the one single pattern of Skyrim ("just go forward") is better ?
That's the other thing I don't get : Oblivion got whipped for its repetitive dungeons (and, granted, they were), but Skyrim is at the same time praised while going for an even more repetitive design...

I. Don't. Get. It.
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Javaun Thompson
 
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Post » Tue Dec 13, 2011 2:16 pm

There are many beautifully hand-crafted dungeons.


Indeed, most 'o them being a single room shouldn't spoil the fun now would it? :rolleyes:
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Vincent Joe
 
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Post » Tue Dec 13, 2011 4:19 am

That's really one of the thing that I don't get.
HOW are they well designed ? Just how is a corridor a good design ?
I recognize, and agree, that they look good, but I really don't see the point nor the interest of ultra-simplistic "one pathway", and I can't see what "design" there is in it, not to speak of "good design", like if it required a lot of creativity to make a tunnel...


It is mainly for the crowd because without doing a poll i am sure 90+ of the players do not like heavy dungeon crawling a la Underdark.
Having sold games for years i can assure you that if a puzzle takes longer than few mins to solve or if getting lost in a maze the average player will just drop the game or start to curse it (main reason why the Soulreaver/legacy of Kain serie was dumbed down, up to the last which is a joke).

But also the good ol' time of Ultima underworld, Dungeon Master, Black Crypt, etc is gone.
The dungeon itself was the core of those games while in Skyrim/Oblivion/Morrowind the focus is set on giving flesh to the whole world with its towns, wilderness, etc etc which is time and resource consuming.
It is the very reason why the surface of TES games has shrinked over time (Daggerfall was 116 000 km2 iirc while Oblivion was 300ish).
You just can't do everything, it is not possible, you have to balance things and choose what will appeal the crowd.

So, yes, for the hack'n'slash dungeon crawling part of a modern open world RPG it is well designed, specially compared to Oblivion's crap dungeons or more recently DA2 that was all along hack'n'slash in the same tunnels.
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Tiffany Castillo
 
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