Why Skyrim Dungeons are so awesome.

Post » Fri Dec 16, 2011 1:09 pm

The dungeons are definitly the best ones in the series. They are great - and I hate them. I hate dungeons in general, because they are so long, so scary, so creepy and so dangerous. It's hard loving RPGs and hating dungeons. :facepalm:
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Amelia Pritchard
 
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Post » Fri Dec 16, 2011 10:13 pm

The dungeons are definitly the best ones in the series. They are great - and I hate them. I hate dungeons in general, because they are so long, so scary, so creepy and so dangerous. It's hard loving RPGs and hating dungeons. :facepalm:



Wow. I never thought I'd hear anyone else say this! I ***HATE*** dungeons. But I ***LOVE*** RPGs. Go figure. I get around it by playing claustrophobic characters.
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butterfly
 
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Post » Fri Dec 16, 2011 4:02 pm

Just last weekend I started up a new game of Daggerfall, something I do every few years. Boy, the Skyrim dungeons sure are purty!

But, yeah, they are pretty linear. I guess it makes sense for caves, but I hoped Bethesda would be a little more creative by now and maybe start crafting dungeons that at least pretend they were built by someone to serve some purpose other than entertain the player. I mean, really.

The first dungeon / cave that had a forest inside was a real wow moment for me. Too bad that great idea wasn't unique.
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Kayleigh Mcneil
 
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Post » Sat Dec 17, 2011 2:06 am

i've been absolutely impressed with the dungeons in skyrim. i find that the puzzles are often creative, and almost always fun. the variation in dungeon design, if not the monster types that inhabit them, has been a most welcome improvement over oblivion (which i hardly enjoyed at all) and so i've enjoyed each one that i've explored thus far.
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Chris Duncan
 
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Post » Sat Dec 17, 2011 4:30 am

while the dungeons are much improved, the problem is that there are too many of them, and other areas of the game had to suffer in order to fit them all in.
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asako
 
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Post » Fri Dec 16, 2011 1:04 pm

The dungeon density is a bit much for the square mileage (one mitigating factor for that would be isolating several discreet dungeons in an area that is -hard- to get to, so there is a logical reason they weren't settled long ago), but overall, the design and implementation is the best since Daggerfall (And I'm sorry, but if you think the Skyrim dungeons are hard, you don't dare try DF. You can literally spend -hours- lost in a dungeon. Helluva good time). This go around they had level designers doing the dungeons; people with experience building such things, and it shows. The intact ones had a feeling of logic to them. The ancient Nord ruins had a feel to them, and there seemed to be some taking into account where the entrance was in relationship to the mass of the mountain it was in. The forts and towers were finally forts and towers The dwemer ruins had an ambience that fit machinists. The Aylied ruins in Oblivion showed hints of that same promise, but there was no real logic to their layout (or their location). If they had 4x the landmass to scatter those dungeons in, it would have felt a lot less crowded, and there would have been space to turn some of those villages into proper 'cities'.

But overall, these are the best, most creative, and lengthy dungeons since Daggerfall came out (and no, I have no problem complementing them on the things they did well.....and these were).

Of course those centurions are absolute SOB's........but since they are the baby brothers of Numidium, I guess they can be..... :rock:
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Brandi Norton
 
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Post » Sat Dec 17, 2011 4:05 am

Harder puzzles and It would be retardedly awesome.
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Chloé
 
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Post » Sat Dec 17, 2011 3:49 am

Blackreach alone is more content than the rest of the games on the market... Combined.
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Claire
 
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