Jasede said:
I honestly thought Watcher's Keep was lame, but I can't really say why. I think it's just that Infinity Engine just wasn't fun to me anymore when I finally played it.
Honestly, I found the first 2 floors of Watcher's Keep pretty lame. They didn't have much in the way of challenge, and the puzzles on the second floor, while kind of cool, didn't make up for the lack of good encounters. The third one was alright. I mean, I liked the idea of making a few rooms have some sort of goofy global effect like a dead magic zone, a wild surge zone, or some such, but the enemies, as is, were pretty boring. Demons were pretty much walking XP bags, though if you install a mod that restores their original abilities, it actually becomes a good challenge.
Floor 4 and Floor 5 were where the fun was at. Lots of tough encounters with varied foes is always fun. And the Demogorgon fight was pretty awesome.
Durlag's Tower was a lot of fun, though. Though it did not make any sense at all. It did, however, have really good encounter design. (IMO)
Durlag's Tower was rather amazing. It made no sense, but it was constructed by a crazy dwarf, so does it have to? I loved how it constantly threw differing challenges at the player, from a clusterfuck of traps, to a dangerous group of differentiated guardians, to doppelgangers, to shifting doors that could separate the party, to powerful foes like greater wyverns, a massive "chess" themed fight, a bunch of puzzles, and finally a big rumble against the demonknight, where you could either use the mirror and end up fighting clones of your party, or fight the bugger straight up, and try to endure his ridiculous spell power.
Annie Carlson said:
I'd like to hear more about WHY people like certain dungeons. What makes them memorable to you? Setting, creatures, traps, puzzles, what?
I'm gamist as can be sometimes, so backstory, while nice, doesn't make a dungeon for me. I'm more into the interactive elements, whether they be well designed combat encounters, puzzles, or skill uses (a la the Glow or the Sierra Army Depot). If backstory i woven into the interactive elements, that is totally great. It's what made the Glow so fun, and the Severed Hand so nifty. The latter used the whole idea of some life-draining magical spell to explain why certain foes existed and to explain how ghostly, "shadowed" enemies could blink in out of nowhere, surrounding your party and forcing you to fight on different terms.
If you don't do this, backstory just becomes passive filler. Take for instance Arcanum's Vendigroth Ruins. This is supposed to be the ruins of a once mighty technological mecca, but outside of same papers and loot, you'd never know, because it plays exactly the same as any other dungeon. Or look at Morrowind/Oblivion dungeons. The developers spend so much time scattering items about, placing silverware and food on tables, and decorating the areas with bones/trash/etc. yet can't take any time to make unique experiences in their dungeons besides steamrolling all the enemies, and then sniffing out loot. Details are nice, but you have to get the fundamentals down first.
What I'm basically saying is, developers need to only put in dungeons that are fun to play first, then focus on prettying them up. The last few years have shown some of the most horrendous dungeons ever created, whether they be KOTOR/KOTOR2's bases full of plasteel cylinders, Mass Effect's "everything is the goddamn same" cut and paste jobs, Oblivion/Fallout 3's boring shitstains loving filled with unimportant details, or NWN2's crime against gaming with the orc caves. All of them made far more sense than something like Durlag's Tower, they were coherent, and fit in with the backstory...yet they were chores to play. I think developers have gotten the wrong message from a lot of people who constantly praise great dungeons backstory, lore, and details. Yes, that does elevate them above merely "good" dungeons, but first a dungeon has to be good based on fundamentals, and developers aren't really doing too well on that end.