I look for atmosphere in mine.bussinrounds wrote...
I look for some complexity in my dungeons.
Silly little mazes where traversing from Point A to point B is a friggin mapping mini game in itself, is not my idea of a good dungeon. A good dungeon should immerse you, not... make you get out a piece of paper and start drawing lines to try and "solve" the path puzzle. It should have the right mix of terrain variety, visuals, audio, lighting, enemy placement, and perhaps a point (a story).
Forelhost is an example of a great dungeon in Skyrim because it's large and it has all of the above. Open cavernous area? Check. Winding narrow paths AND wide foreboding corridors? Check. Dual-leveled areas? Check. Story? Check. Atmosphere? Dripping with it.
Modifié par Yrkoon, 18 février 2012 - 03:47 .





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