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Time to make my own Andhaira-grade thread.
I always considered dungeons fairly integral to the RPG experience. RPG without dungeons? I am sure it could work but it would not really be very traditional, and I suppose I am conservative like that.
So why not another nostalgia thread? What dungeons did you enjoy? And maybe a few words why. Especially welcome would be mentions of games that just did dungeons well in general. Maybe we can find out what they did "right".
My own nomination for the RPG with the best dungeons would go to Realms of Arkania trilogy, but 2 in particular. RoA 2's dungeons all made sense. They were long, large and filled with little details, tons of text, traps and seriously more than dozens and dozens of opportunity to use all the various skills your party may or may not have. The encounter design was a little weak, but the game made up for it by being perhaps the only one with dungeons that made sense. The orcs had places to sleep, to cook at, and every place had a little history behind it how it game to be - there was not a single place that gave me the "I was just put in here by the designer so you can earn XP" vibe.
A honorable mention goes to Fallout for The Glow. It was a very suspenseful little dungeon, and perhaps one of the most memorable parts of the game, even if it did not really have that many opportunities to use all the skills you learned (if I remember right). It made up for this with atmosphere, length and the way it was laid out and the things you found within.
We discussed this before, but I think this puts the focus on what I like in dungeons: detail. Secret passages that make sense, and weren't just thrown in there to be something to find. A story to the place, and monster that inhabit it for a reason that is greater than "we wait for adventurers to kill us". What I would especially really like to see again is the scope of detail and atmosphere RoA 2 had, with its kitchens, bedrooms, prisons and whatnot. And especially, with its sparse loot, that was laid out it a very logical and rewarding way. In it, finding a magic sword really meant something.
For some reason, encounter design doesn't really seem that important to me unless the RPG is very focused on combat. (I would like to think RoA and Fallout weren't that much, even if it played a big role.)
Anyone think we'll see RoA style dungeons again?
I always considered dungeons fairly integral to the RPG experience. RPG without dungeons? I am sure it could work but it would not really be very traditional, and I suppose I am conservative like that.
So why not another nostalgia thread? What dungeons did you enjoy? And maybe a few words why. Especially welcome would be mentions of games that just did dungeons well in general. Maybe we can find out what they did "right".
My own nomination for the RPG with the best dungeons would go to Realms of Arkania trilogy, but 2 in particular. RoA 2's dungeons all made sense. They were long, large and filled with little details, tons of text, traps and seriously more than dozens and dozens of opportunity to use all the various skills your party may or may not have. The encounter design was a little weak, but the game made up for it by being perhaps the only one with dungeons that made sense. The orcs had places to sleep, to cook at, and every place had a little history behind it how it game to be - there was not a single place that gave me the "I was just put in here by the designer so you can earn XP" vibe.
A honorable mention goes to Fallout for The Glow. It was a very suspenseful little dungeon, and perhaps one of the most memorable parts of the game, even if it did not really have that many opportunities to use all the skills you learned (if I remember right). It made up for this with atmosphere, length and the way it was laid out and the things you found within.
We discussed this before, but I think this puts the focus on what I like in dungeons: detail. Secret passages that make sense, and weren't just thrown in there to be something to find. A story to the place, and monster that inhabit it for a reason that is greater than "we wait for adventurers to kill us". What I would especially really like to see again is the scope of detail and atmosphere RoA 2 had, with its kitchens, bedrooms, prisons and whatnot. And especially, with its sparse loot, that was laid out it a very logical and rewarding way. In it, finding a magic sword really meant something.
For some reason, encounter design doesn't really seem that important to me unless the RPG is very focused on combat. (I would like to think RoA and Fallout weren't that much, even if it played a big role.)
Anyone think we'll see RoA style dungeons again?