» Fri Feb 18, 2011 11:45 pm
Nothing that hasn't already been said, but to elaborate on the monotonous dungeons point written earlier I thought the caves, ruins, etc. were not only monotonous aesthetically, but all too linear as well. For these reasons, coupled with item scaling, adventuring was heavily disincentivized. Even the way these dungeons played out felt cookie cutter, because everything was made as convenient to the player as possible. For instance, the devs, so worried about players backtracking, had every cave loop you back to the entrance or back outside. Or, "Wuh, would you have guessed, that enemy up ahead is conveniently standing in the killzone of this trap, laid right out in front of my only playable path."