John Epler wrote...
The problem with the Deep Roads is that, if we did them the same way as we did in DA:O, making them longer wouldn't really solve anything. However, there's certainly room for unique spaces, just like out on the surface. I admit to bias, though - since I read the Ted the Caver stories a long time ago, the idea of 'what do we -really- know about what happens underground' has intrigued me. Particularly since the Deep Roads have been, in parts, lost for a lengthy period of time - if you keep it from being repetitive corridors and you make it narratively interesting (Skyrim does this very well in some of their 'non-plot' caves, as does STALKER), you can make it fun. And you can, of course, have opportunities to rest/recuperate or return to the surface, but done logically (something Fallout:NV does very well)
Agreed. I know people like to moan about how long the Deep Roads in Origins were, but a.) you could leave at anytime and b.) Its supposed to be long! Especially being a Warden, the Deep Roads are supposed to a bit of a grind as you descend into the heart of darkness basically. So the actual gameplay experience matched what we had heard about the Deep Roads from the lore and narrative- thats good!
The problem I had with DA2's Deep Roads was that the whole expedition was hyped up as some big deal and you're in and out in about 30 minutes. The narrative build up didn't match the actual gameplay experience.
Beyond that, I think a more realistic and dynamic lighting system would make the Deep Roads (and the whole game) about 100000X more atmospheric and immersive. In Origins and DA2, the Deep Roads feel more like a Disney theme park version of a cave, not an actual ruined cave system. Its too damn bright. Dark buildings and the tunnel systems in STALKER are terrifying because its genuinely dark and you can't see. Let us use torches or Mage lights like you can in Skyrim.
John Epler wrote...
Not every cave or dungeon has to be the same level of content, either - Blackreach is an excellent example, as it was significantly more massive than most other caverns. Variety is good, and it helps keep the player engaged.
Blackreach is awesome for many reasons, but most of the dungeons in Skyrim are great, especially coming off of Oblivion. I recall Todd Howard saying in some interview that their goal was to have every dungeon have one "hook" that people would remember. And thats been my experience with Skyrim- I love exploring because I know that each dungeon I 'll find is going to be new and unique, even if its not some massive dungeon. I remember some Skyrim dungeons were just one or two rooms, but each one had something memorable, whether via ambient storytelling or the design of the dungeon itself.
John Epler wrote...
See, personally, I'd rather a larger space with some 'nonexplorable' houses than a smaller space where I can go into every house. I know what a house looks like - even if it's a different layout, it's still a house. Particularly when it's a house inside of a village or city, the amount of ambient narrative you can do there is going to be a bit limited.
Eh...yes and no. Having lots of houses to go in makes the world feel more real. So maybe some of the houses are mundane but you can still do plenty of ambient storytelling in a house with the people living there, especially if you give the inhabitants actual routines and lives. Like one house in Skyrim in Markarth: seems like a normal house but then you realize its got a Daedric shrine down below and next thing you know you've got a Daedric prince talking to you and objects flying all over the place. If every house or location had some big huge thing in them like that, it doesn't feel as special. Like Skyrim's dungeons, locations just need to have something memorable, but that need not be anything super resource intensive. Like one shack you can find in Skyrim with a lone dog and a dead guy laying on the bed. You read the journal by his bed and it chronicles the guy's slow illness with Rockjoint and how he's worried his dog will be all alone. I probably felt more emotion in that one little bit of ambient storytelling than most entire games.
John Epler wrote...
Compared to, say, the countryside of Ferelden. Certainly, I may know where the villages and cities are - but what about those ruins that, when I solved a puzzle, opened to show me a tomb? Even if the tomb is the same size as one of those houses, and contains nothing more than a couple of codex entries and some treasure, I'd still find that more satisfying than 'oh, a house. With people.'
Again, have the tomb hidden underneath the house with people!

Exploration in a city should be just as satisfying as exploring the countryside.
Modifié par Brockololly, 11 avril 2012 - 10:03 .