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June 30th, 2011, 10:17
June 30th, 2011, 11:54
One of the problems I have with dungeons is that I get lost in them and then I start to run around like chicken and begin to dislike them! So I think there need to be subtle clues inside the dungeon to help to navigate them. For example lights, direction of water etc.
In some games I leave items from my inventory on the floor so I know I my way! However its pain going back and picking them up again so I wish that games will implement bread crumps!
In some games I leave items from my inventory on the floor so I know I my way! However its pain going back and picking them up again so I wish that games will implement bread crumps!
Keeper of the Watch
June 30th, 2011, 12:30
Originally Posted by DArtagnanOther than Gothic you mean?
Makes sense.
Have you, by chance, played any Gothic-like game in which you enjoyed dungeons?
Hmm, Morrowind had some pretty decent ones. Fallout 3 and Fallout: New Vegas generally had pretty good dungeons too - not too short, not too long, and with enough variety to make it interesting.
Risen had a few decent dungeons, but the longer ones were a drag.
SasqWatch
June 30th, 2011, 12:44
Originally Posted by MaylanderI was just wondering the basis for your opinion of dungeons.
Other than Gothic you mean?
Hmm, Morrowind had some pretty decent ones. Fallout 3 and Fallout: New Vegas generally had pretty good dungeons too - not too short, not too long, and with enough variety to make it interesting.
Risen had a few decent dungeons, but the longer ones were a drag.
Obviously, tastes differ, but since I find dungeons to be so great when done well, I was just thinking that maybe you haven't tried the really good ones.
Ultima IX, Ultima Underworld, Eye of the Beholder, Stonekeep, and so on - all had great dungeons with lots of variety.
June 30th, 2011, 12:56
Originally Posted by DArtagnanGenerally, if dungeons take too long to complete, I get bored. Examples: Durlag's Tower and Watcher's Keep in Baldur's Gate 1 and 2. A lot of players consider those dungeons brilliant, but I just find them boring.
I was just wondering the basis for your opinion of dungeons.
Obviously, tastes differ, but since I find dungeons to be so great when done well, I was just thinking that maybe you haven't tried the really good ones.
Ultima IX, Ultima Underworld, Eye of the Beholder, Stonekeep, and so on - all had great dungeons with lots of variety.
SasqWatch
June 30th, 2011, 13:25
June 30th, 2011, 13:25
Originally Posted by MaylanderI tend to agree, if the game is about open-world exploration.
Generally, if dungeons take too long to complete, I get bored. Examples: Durlag's Tower and Watcher's Keep in Baldur's Gate 1 and 2. A lot of players consider those dungeons brilliant, but I just find them boring.
But I'm not asking for overlong dungeons in Risen 2. Just more variety and incentives to explore them.
June 30th, 2011, 20:26
Originally Posted by Maylander+1. Same in the first Drakensang there was a dungeon with like 2000 rats. Could probably make another 10 examples of horrible filler dungeons if i think for a while..
Generally, if dungeons take too long to complete, I get bored. Examples: Durlag's Tower and Watcher's Keep in Baldur's Gate 1 and 2. A lot of players consider those dungeons brilliant, but I just find them boring.
They're ok as long as they're over in 10-15 mins.
I don't mind games that takes place completely in dungeons though, like Ultima Underworld or Arx Fatalis, probably because it wasnt just filler crap, but something they had actually cared for.
June 30th, 2011, 21:02
Originally Posted by MaylanderMorrowind has dugouts and no dungeons
Other than Gothic you mean?
Hmm, Morrowind had some pretty decent ones. Fallout 3 and Fallout: New Vegas generally had pretty good dungeons too - not too short, not too long, and with enough variety to make it interesting.
Risen had a few decent dungeons, but the longer ones were a drag.

The original Bard's Tale series has dungeons!
—
For every complex problem, there is a solution that is simple, neat, and wrong. - HL Mencken
For every complex problem, there is a solution that is simple, neat, and wrong. - HL Mencken
June 30th, 2011, 22:11
Originally Posted by vurtC´mon, you can´t seriously put shitty feature-less repetitive Drakensang´s dungeons in the same category as Durlag´s Tower and Watcher´s Keep.
+1. Same in the first Drakensang there was a dungeon with like 2000 rats. Could probably make another 10 examples of horrible filler dungeons if i think for a while..
DT´s and WK´s problem may be that they´re not more tightly integrated with the rest of the games they´re in (which however also means they´re entirely optional), but other than that they´re both pretty damn good throwbacks to traditional dungeon crawls.
Both contain own story/stories, both are divided into levels which all have their distinct theme, both are filled with variety of traps and puzzles, both contain a great variety of (sometimes rather creative) combat encounters and both also contain a good amount of dialogues with the characters player meets in them.
I´m not saying they´re flawless, but Drakensang´s ratfest they definitely aren´t.
—
What you think about most, is what you become.
What you think about most, is what you become.
Last edited by DeepO; June 30th, 2011 at 23:02.
July 1st, 2011, 02:10
Originally Posted by lostforeverWe actually did put bread crumbs in U6P!!
One of the problems I have with dungeons is that I get lost in them and then I start to run around like chicken and begin to dislike them! So I think there need to be subtle clues inside the dungeon to help to navigate them. For example lights, direction of water etc.
In some games I leave items from my inventory on the floor so I know I my way! However its pain going back and picking them up again so I wish that games will implement bread crumps!
—
If God said it, then that settles it!!
Editor@RPGWatch
If God said it, then that settles it!!
Editor@RPGWatch
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