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June 29th, 2011, 22:15
The dungeon quality wasn't that high, which was the problem. The dungeon environment and the puzzles started out great - but there was a severe lack of variety, and it became a chore because of that. I remember getting down into the first dungeon and thinking: "This is going to be so great" - only to get increasingly tired of samey approaches to the puzzles, and the endless wave of identical enemies.

When people are asking for more of that kind of thing, they don't mean a couple of visual environments with a small handful of repeating puzzles and enemies. The most important feature, and most alluring aspect of dungeons is…. exploration. Exploration = variety, rewards, and surprises. It's that simple.

As much as I respect and admire PB, they were never good at dungeons.

Look at the classics like Dungeon Master, Ultima Underworld, or Eye of the Beholder for how to do dungeon variety. Even the much maligned Ultima IX understood dungeons.

You need variety, rewards, and surprises…. That's it.
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Waste of potential

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Join Date: Oct 2006
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