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General News - A Recipe for Dungeon Crawlers
In a blog post on Dungeon Crawlers the recipe for making them work is given. So if you ever wondered how that is done, check it out.
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Straight and to the point. Thumbs up!
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It's odd that the title of #3 has little to do with the context of #3. As described, it's just a variant of #2.
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I bought LoG and played it for an hour (not counting watching the intro or designing my character). It seemed like the last part of my 1 hour was the same as the very beginning of my 1 hour. In short, the game was feeling very 'samey' the entire time I played it, albeit short time. Am I missing something here? Did I NOT give the game a fair shake by putting it down after just 1 hour?
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The monsters change and become more difficult, the puzzles and traps get more elaborate, the levels become more intricate, but it's mostly the same gameplay. It's for those who like puzzles, secrets, and grid based combat.
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Meh. They left out the most important part for me - Ambiance.
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Traps and puzzles, yes, but everywhere? No. That's a mistake.
Personally, my favorite part of most any first person game is exploration. Always have a lot of quiet moments where you're not stressing the player, and where he can discover and solve problems at his own pace. So, I completely disagree with #4 and #5. In fact, I think the whole article is a bit bullshit and should be considered an optional partially useful guide at best. Cluttering all levels with endless timed/math puzzles is a very poor substitute for quality exploration and intricate riddles based on lore and level consistency, but I guess that's just me. If you're in doubt about how to pace a dungeon crawler - look towards games like Ultima Underworld, System Shock, Black Crypt and the like. Ignore the subpar crap. |
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