r3jonwah85
Savant
Hello guys, I have been thinking about this matter for quite some time since I am working on some stuff for my own game, but this is something I find quite interesting and I am guessing that there are a lot of opinions out there, especially since a lot of people feel that newer games dumb down dungeons to a single path (there was some discussion about Daggerfall vs Morrowind vs Skyrim).
What I am after here is technical level design stuff more than atmosphere etc. since I think the latter is pretty much essential.
Things to ponder:
- 2D maps with floors (Eye of the Beholder etc.) vs full 3D maps (e.g. Daggerfall), this is quite a delicate matter since I would say that full 3D can give you very nice environments but at the same time be fucking hell to navigate (map-wise), what do you like and why? Also, if 3D, do you find it important to have vertical gameplay, e.g. for overlapping rooms there are connection points in a vertical manner (holes in ground in cave, ladder in dungeon etc.).
- Reconnecting paths, are these beneficial/enjoyable or just confusing? I am talking about 2 or more paths that lead to the same place, making you go in circles essentially. They can be nice since they can make the dungeon feel more spacious and add artificial choice, but can also just be filler and confusing.
- Puzzles spread over several floors (if 2D on actual different floors, if 3D clearly marked segments). Is this enjoyable or just annoying since you have to move around a lot? Or would it feel more thrilling to find a piece in the bottom of a dungeon with a note that hints at stuff seen in the beginning of the dungeon?
- Dead end corridors (as in somewhat long section to walk but no room/treasure attached at other end), do these feel annoying or would you say that these are natural in a dungeon setting, e.g. not completely built or whatever.
- How do you feel about auto mapping? Is it essential or just a hand holder? Does this depend on the dungeon type/complexity?
- Teleports, should the use of these always be constrained to bonus/hidden content or could they be used for alternative paths (e.g. paths that benefits different skills). If the former , do you think alternative paths should always physically connect? Or do you not like alternative paths?
I could go on but my guess it that most people won't even read most of the above, so I stop here for now. In essence, discuss your preference and things you find important in dungeon design/layout and explain why.
What I am after here is technical level design stuff more than atmosphere etc. since I think the latter is pretty much essential.
Things to ponder:
- 2D maps with floors (Eye of the Beholder etc.) vs full 3D maps (e.g. Daggerfall), this is quite a delicate matter since I would say that full 3D can give you very nice environments but at the same time be fucking hell to navigate (map-wise), what do you like and why? Also, if 3D, do you find it important to have vertical gameplay, e.g. for overlapping rooms there are connection points in a vertical manner (holes in ground in cave, ladder in dungeon etc.).
- Reconnecting paths, are these beneficial/enjoyable or just confusing? I am talking about 2 or more paths that lead to the same place, making you go in circles essentially. They can be nice since they can make the dungeon feel more spacious and add artificial choice, but can also just be filler and confusing.
- Puzzles spread over several floors (if 2D on actual different floors, if 3D clearly marked segments). Is this enjoyable or just annoying since you have to move around a lot? Or would it feel more thrilling to find a piece in the bottom of a dungeon with a note that hints at stuff seen in the beginning of the dungeon?
- Dead end corridors (as in somewhat long section to walk but no room/treasure attached at other end), do these feel annoying or would you say that these are natural in a dungeon setting, e.g. not completely built or whatever.
- How do you feel about auto mapping? Is it essential or just a hand holder? Does this depend on the dungeon type/complexity?
- Teleports, should the use of these always be constrained to bonus/hidden content or could they be used for alternative paths (e.g. paths that benefits different skills). If the former , do you think alternative paths should always physically connect? Or do you not like alternative paths?
I could go on but my guess it that most people won't even read most of the above, so I stop here for now. In essence, discuss your preference and things you find important in dungeon design/layout and explain why.
Last edited: