ArcturusXIV said:
You are so, so wrong, Sir. Dungeons carve a unique semblance of atmosphere for games that allow creativity and variation within design. Sound, ambience, becomes far more important than restless city traffic--the drip, drip, drip of water, noises that signal enemies, light, shadows, dynamics.
No, I don't think I'm wrong and I don't think I said anything that conflicts with what you've said. I think there are a lot of valid ways to design a dungeon - I enjoyed Al Qadim's dungeons as much as I enjoyed Wizardry 8's. What you're talking about is atmosphere, something that I think is far more important than story, but also something that is an aesthetic and not a mechanic.
Ultimately, the goal of Western RPGs is to allow the player to impact their environment, whether it's through the social ecosystem (choose your side at the end of Vampire: the Masquerade - Bloodlines) or physically (blow up that stupid city in Fallout 3). The player's actions have no meaning on an environment that is irrelevant to the game world.
One of my favorite dungeons is the Blood Peaks dungeon in Realms of Arkania: Star Trail. You start out a prisoner in a jail cell with no weapons. You overpower your guards and run loose in this massive orc castle. It's structured like a barracks; there are armories, other jail cells, arenas, a mess hall, puzzles, secret areas. You scavenge for equipment, sneak around, help other prisoners escape. It's a really neat experience, you feel like you've earned everything you have when you leave, but more importantly, it's connected to the game world. You're not in some forgotten crypt looking for an item, but trying to escape from a place that is actively used by an army of orcs. It is a place that matters and it is well designed.
Basically, I think you always need to maintain your connection to the world wherever you are or whatever you're doing, even if you're completely isolated. This doesn't mean you need to be near NPCs or talking to people or anything. I'm going to use another example from Realms of Arkania: Star Trail. In the wilderness just outside the first town, you come across a dead body that you have the option of leaving or burying. There are no consequences for either action, but it is a reminder first of the danger of the wilderness and second that it is an inhabited world that exists whether you're involved in it or not. Those are things that need to be apparent not only when designing dungeons, but when designing anything in RPGs.
PorkaMorka said:
But the real stars of the RPG genre are the times when you get to break into an evil temple still occupied by the priests, or a keep that actually isn't abandoned, or a thieves guild which isn't an excuse for chatting.
This is it!