Why dungeons are so boring?

Post » Sat Dec 17, 2011 12:22 am

All Skyrim dungeons are very boring and overly long.
+1 on being overly long.
Of course it's cool to have some big dungeons, but in a lot of cases it's only annoying to have to spend about an hour in one and the same dungeon, especially if it's the 20th Nord crypt you visit.
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James Baldwin
 
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Post » Fri Dec 16, 2011 4:27 pm

This is around the sixth post that I've seen claiming that dungeons are boring. While that may be the subjective opinion of an individual player, the overwhelming majority consider Skyrim's dungeons to be far superior to any other TES game and one of the strongest aspects to the game.

OK so the majority can be wrong, but in this instance I do not believe that to be the case.
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stevie critchley
 
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Post » Fri Dec 16, 2011 4:20 pm

It's not the dungeons. It's the gameplay. Bad combat plus lackluster carbon copy enemies= boring


this
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Portions
 
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Post » Sat Dec 17, 2011 6:26 am

There better than Oblivion... after 500 hours i never went to all of them because there so much fun :rolleyes:
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Jonny
 
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Post » Fri Dec 16, 2011 10:22 pm

Oblivion dungeons were all the same. Greenish Brown for the caves. All Ruins were the same. Greenish blue for them.

They all were just tunnels.

In Skyrim, I have only been in a couple of dungeons that looked a lot a like. They might not be mazes but theres major differences in all of them. Some have traps, some have puzzles, some have big areas to fight, some have crafting stations......I honestly don't see how you can think that they are like Oblivion.

I think you're trolling.
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Lily
 
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Post » Sat Dec 17, 2011 12:09 am

You need some oblivion treatment
Come back and report when you've done that. Dismissed.
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Danielle Brown
 
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Post » Fri Dec 16, 2011 7:53 pm

Dungeons are fine, actually great. The reason you feel that way is because most of the "special" loot you find at the end is nothing but a vendor junk. Enchanted items were most likely at your local smith's inventory for quiet some time already so there's usually nothing new to find. Meaning, dungeons are there for fun, not the loot.
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Liii BLATES
 
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Post » Fri Dec 16, 2011 9:56 pm

I don't think the dungeons are boring
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Stephanie Valentine
 
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Post » Fri Dec 16, 2011 6:34 pm

All Skyrim dungeons are very boring and overly long. Tilesets are boring, just like in Oblivion with more clutter added. There's no anything special in dungeons (a piece of paper with some boring story doesn't count). Why designers think that large == interesting?


With over a 100 dungeons they can't be all unique like Zelda dungeons :rolleyes:
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R.I.P
 
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Post » Fri Dec 16, 2011 6:23 pm

Dungeons are fine, actually great. The reason you feel that way is because most of the "special" loot you find at the end is nothing but a vendor junk. Enchanted items were most likely at your local smith's inventory for quiet some time already so there's usually nothing new to find. Meaning, dungeons are there for fun, not the loot.

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Lynette Wilson
 
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Post » Sat Dec 17, 2011 5:33 am

I usually walk everywhere, and try to do one or two dungeons between quests.

Dungeons are absolutely great, my opinion. And the thing that's really nice, you don't need a tank, a healer, and two other DPS lol (yeah you know where I'm coming from). I learned to respect those Falmer (sp??) - they're not easy sometimes.
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Anna Watts
 
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Post » Fri Dec 16, 2011 6:12 pm

Last night I was met at the beginning of a dungeon by a ghost. We had a conversation, where I agreed I should look for some items for him.

This is aside from the actual reason I was there - another unrelated sidequest. So I'm in this dungeon doing two separate quests. I have yet to see two dungeons so alike that I have to remark on it.


the draugr infested burial sites are one of the few styles that does repeat a lot and is noticeable IMO (especially the hallways)
but it makes sense though, it's ancient north architecture
there has to be some kind of consistency

but yeah I disagree with the OP a lot
dungeons are pretty awesome and varying in size from a single chamber to major complexes
also like how a lot of them are like a mix between a cave and something else (like a dwemer ruin being breached by a spider infested cave for example)
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Neko Jenny
 
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Post » Sat Dec 17, 2011 5:37 am

Flora is generated automatically and is part of tileset. You can call it dwelling, or catacombs, but they are just same blocks stringed together in terribly long chain (or loop). Is there something actually interesting, and if yes than what? The unique named guy in the end does not count, claw doors and other puzzles does not count. Just name any interesting dungeon, except involved in MQ, MG or TG.


wolfskull cave
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Matt Terry
 
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Post » Sat Dec 17, 2011 1:26 am

Dungeons are way better than Oblivion, but its still like they feel repetetive.

Oh, and the fort ruins is just as boring as they were in Oblivion. You know, the same prison layout, same tower layout and same courtyard layout. Btw i dont think that there are that many dungeons wich has backstories.
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Yama Pi
 
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Post » Sat Dec 17, 2011 5:06 am

Oblivion dungeons were just chunks slapped together. Skyrim's are very often unique, even if the graphics on them are often similar. Some of them are pretty boring, but you dont really expect EVERY cave you wander into to be a massive tour of awesomeness, do you?

Honestly, I wish we had more little ones, kinda like Dustman's Cairn before the companions quests. I wandered in there, killed 2 draugr, got the loot, and was like "...That's it? Huh." And then wandered out. And it was super immersive, and really cool. It was just a small tomb for somebody, it made sense, and it was pretty realistic, and I really liked it.
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Ashley Clifft
 
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Post » Fri Dec 16, 2011 4:53 pm

1. One way corridors, no variation from the path, you are on rails and that's that.
2. Limited enemy types, limited spawns, fixed and frequently triggered spawn points.
3. Repetition. Yeah lots of the dungeons have a unique feature or two. Nord Ruin, Fort/Fort Ruin, Cave/Cave with Ice. But hey, this one has a puddle with a statue in it, so it's unique.
4. Loot is crap.
5. Because between the tutorial through Helgen Keep, Embershard Mine and Bleak Falls Burrow, you've done every dungeon in the game, with minor -generally cosmetic- variations.

Dungeon crawling is the reason I play these games, and I am not overly impressed.
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Austin England
 
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Post » Fri Dec 16, 2011 8:16 pm

1. One way corridors, no variation from the path, you are on rails and that's that.
2. Limited enemy types, limited spawns, fixed and frequently triggered spawn points.
3. Repetition. Yeah lots of the dungeons have a unique feature or two. Nord Ruin, Fort/Fort Ruin, Cave/Cave with Ice. But hey, this one has a puddle with a statue in it, so it's unique.
4. Loot is crap.
5. Because between the tutorial through Helgen Keep, Embershard Mine and Bleak Falls Burrow, you've done every dungeon in the game, with minor -generally cosmetic- variations.

Dungeon crawling is the reason I play these games, and I am not overly impressed.


Couldn't have said it better myself.
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Queen
 
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Post » Fri Dec 16, 2011 9:38 pm

1. One way corridors, no variation from the path, you are on rails and that's that.
2. Limited enemy types, limited spawns, fixed and frequently triggered spawn points.
3. Repetition. Yeah lots of the dungeons have a unique feature or two. Nord Ruin, Fort/Fort Ruin, Cave/Cave with Ice. But hey, this one has a puddle with a statue in it, so it's unique.
4. Loot is crap.
5. Because between the tutorial through Helgen Keep, Embershard Mine and Bleak Falls Burrow, you've done every dungeon in the game, with minor -generally cosmetic- variations.

Dungeon crawling is the reason I play these games, and I am not overly impressed.

But it's not Oblivion. Oblivion was even worse and he's comparing Skyrims dungeons to Oblivions.
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Latino HeaT
 
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Post » Fri Dec 16, 2011 8:30 pm

Unfortunately, the vast majority of Skyrim's dungeons are quite linear. Sure, that line gets twisted into angles, curves, and sometimes spans multiple levels — and there are "treasure nooks" along the way — but it's still a line. This is obvious because it's almost always easy to see the path ahead, and nearly impossible to get lost. In Skyrim dungeons, I can hold down W, twitch the mouse occasionally, and move my character from the entrance to the exit or vice versa while paying very little attention (providing the enemies have been cleared). Nearly all of the dungeons also feature a shortcut back to the entrance once you reach the end (what are the odds?).

And none of them are dark enough, of course. Torches, Khajiit night vision, Candlelight and Magelight are apparently just there for flavor. Even outside in the icy wilderness during a storm in the middle of the night, I've never needed a light source to see in Skyrim.

Sign of the times, I guess. I remember difficult, non-linear, confusing, manly dungeons in old dungeon-crawling computer games like Dungeon Master and Wizardry.
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Chloe Lou
 
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Post » Fri Dec 16, 2011 10:31 pm

Skyrims dungeons are at least 2x better than oblivion ones, so I dont see how that comparison is fair at all. You should go give oblivion a whirl again, friend, and then compare. I think people get complacent when they play too much skyrim and not enough oblivion.
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Austin England
 
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Post » Fri Dec 16, 2011 10:58 pm

Skyrim's dungeons are better and more varied than Oblivion's, but they're still pretty bad. It's also true that because crafting skills produce items far better than anything else in the game, the loot doesn't matter.

It's still kind of fun to go through them, but they're pretty much just linear loot chutes.
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Mélida Brunet
 
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Post » Fri Dec 16, 2011 11:53 pm

Dungeons are fine so far definitely better than oblivion, but I was hoping this time around, there would be more and varied above ground structures to move through.
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Lewis Morel
 
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Post » Fri Dec 16, 2011 5:41 pm

Yeah, the crafting skills are weird. But since I don't use them, it makes the loot often worth it, after all!
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Olga Xx
 
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Post » Sat Dec 17, 2011 3:37 am

Some dungeons can be similar and as small as others but others can be epic in size with lots to do.
I will agree that the puzzles are a joke and the loot system does not work out right, pick a master level door to get to a master level lock chest to unlock it and get 25 gold?
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Lexy Dick
 
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Post » Fri Dec 16, 2011 11:38 pm

Perhaps it was the use of the term "hand crafted" that falsely elevated my expectations, but I anticipated locations to be uniquely crafted at mesh level, not just rearrangements of the same parts augmented with slightly different clutter placement. I think the OP has a valid point - the window dressing/clutter may be slightly different, but the architecture is largely the same from dungeon to dungeon - long tunnel broken up with a handful of cut and paste cuboid chambers, a scattering of enemies a chest or two (with little to inspire inside), occasionally some traps or a secret chamber, - longer dungeons have a couple of doors to pass through on the other side of each is more of the same until you find a minor boss to fight and an exit at the other end. Has anyone been somewhere they've gotten completely lost yet?
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Skrapp Stephens
 
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