Aller au contenu

Photo

Dungeon Designs ...


  • Veuillez vous connecter pour répondre
56 réponses à ce sujet

#51
kamal_

kamal_
  • Members
  • 5 240 messages

Rolo Kipp wrote...
And actually, it's the *occupied* dungeons you wouldn't find much in. Abandoned ones make great Evil Overlord HQs... So I've heard, I mean.

My key point above was that without context (or back-story) any design element is rather senseless. And providing that context, some of my richest and most successful campaigns have been layers of design over ancient design. (Now I just have to translate that into NwN :-P Which means more assets to make, systems to code *sigh*.)

Hey, that abandoned dungeon had a proper castle type area above it!

In the path of evil stronghold, the basement has multiple levels, a dungeon/prison, a level where the dwarves hired to build the place lived, a secret level under that the dwarves built for their own purposes, and a level under that that was only discovered when something terrible broke through into the dwarven level.... So a total of four different environments below ground (and a further two above ground, normal castle type space, fancy ruler's space)

#52
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages
Hi All,

Just a quick point ... When I use the term "dungeon", I am using it in the "loosest" and "RPG" sense. i.e. As Kamal alludes to, the "dungeon" is more than a collection of prison cells. Image IPB

ROLO KIPP ... Very interesting about the distinction between labyrinths and mazes. Thanks for that! Image IPB

Cheers,
Lance.

Modifié par Lance Botelle, 23 août 2013 - 06:45 .


#53
Tchos

Tchos
  • Members
  • 5 042 messages
I sometimes put the word "dungeon" in quotes when I'm talking about them, to try to indicate that I'm referring to any game location that has certain general characteristic that we associate with a delve into a location full of enemies, secrets, and treasures, whether it be a crypt, a stronghold/castle, a ruined city, or a cave. I've never seen a really good word for it, so I reluctantly use "dungeon".

#54
andysks

andysks
  • Members
  • 1 645 messages
Hi Lance, I've been following World of Althea for a while because you got my attention with the riddle post.
In my opinion, a dungeon should lots of stuff to do inside... stuff that you won't necessarily get quests from the outside. For example, you start crawling in the monster infested dungeon, you come across a dead body with a weird note on him, you find a lunatic performing some sort of experiments and stuff like that, that will open other quests later in the game. Because, the PC is not the first one ever to visit this dungeon... so other adventurers might have lost something in there, or somebody liked the isolation it provides.
I also like the mini dialogues-quests that all infinity engine games were using. For example, an undead with a riddle problem in Torment, or scaring Yquog with dead cats in IWD2.

#55
ColorsFade

ColorsFade
  • Members
  • 1 267 messages
I'm way late to this thread (thank you summer, my favorite time of year, for getting me outside camping), but I wanted to chime in on the OP's question. 

I tend to be a very visual person, so for me, the most memorable dungeons were always visually unique/breathtaking. In addition, the layouts were always really interesting and fun. 

I'll reference a few things that stick in my head to this day, remembering that everything is relative. What looked awesome 20 years ago looks pretty primitive today. 

The dungeon that sticks out most in my brain is Cazic Thule, from the original Everquest game. It was an outdoor "dungeon" set on a series of temple ruins (think Mayan) that were overrun with lizardfolk. At the time, the design was pretty cool (Google a screenshot, however, and you are likely to be less than impressed by today's standards). 

What I loved about that dungeon was several things. First, it was visually unique, and the layout was pretty cool (there was a small maze, but you didn't have to go there). But more than that, what got me hooked on it was that, at the time EQ was released, Cazic Thule was the hardest dungeon in the game for characters level 20-35. I mean... it had a reputation as a place that ate avatars. People were afraid to go there. 

That intrigued me. That fear factor. And the very first time I zoned into that dungeon, I must have witnessed 20+ corpses laying on the ground. It was a deathtrap. Wasn't long until someone trained a mess of mobs to the zone. 
I was determined, however, to own that place. I made friends there with the few brave souls my level who were also determined to own it. We logged in each day, went to CT and learned it. We learned that zone like the back of our hands. Every nook and cranny. I played a Shadowknight, and I learned how to pull a non-stop stream of mobs to my group. We were a well-oiled machine. We mowed through  XP. My guildmates were in awe of how fast we leveled up there... And they were too scared to come join us. 

Those weeks I played in Cazic Thule were what hooked me on EQ for five years. I was sold. And that dungeon, scary as it was, was something to be feared and respected. And we owned it. I loved that about it. It holds memories for me, and that's the mark of a great dungeon experience, I think. Doesn't matter if it's single player game or a MMO, if the dungeon has some element that causes you to build a lasting memory, then it's done it's job. Cazic Thule had an aura of fear and danger surrounding it, and for good reason, and when we learned how to tame that zone, it built a lasting memory. 

Other dungeons I've enjoyed: 

1) Solusek in Everquest 2. It was gigantic, had translucent walkways, and lots of lava. I love lava! It wasn't scary or hard, but visually it was breathtaking to me... I didn't get to spend nearly as much time exploring that dungeon as I wanted to. 

2) Black Dragon dungeon in Baldur's Gate 2. This is the dungeon with the vampires and efreeti. A lot of the dungeons in BG2 were memorable as far as look and feel. That dungeon was just "interesting" to delve into. And then there's the great dragon battle at the end. I enjoyed that very much. 

3) The Icy Dig in Everquest 2. This was one of my most favorite dungeons because it was a special encounter setup by the developers. I wrote a lengthy walkthrough for it when I was submitting material for the Vault back in the day (yes, my avatar was a female... lessons learned). What I loved about this dugeon was that so few people knew about it, and there was a story and quest associated with it, so me and my fellow group members were some of the first people to ever venture into it, and we had to learn the whole thing by ourselves. Each time we'd log in and attempt to go further than the last time, learning new areas and how to defeat the monsters. There were a lot of named monsters and some scripted events that made it very cool. It was also the perfect level of challening for a group... We got our butts kicked at times, but we learned, and eventually we defeated the place. 

Anyway... those are just some. On a more technical note: stuff I like and dislike about dungeon designs: 

I really abhor mazes. Do I need to say why? They just suck. I try and avoid them. 

I like lighting. I want the player to see the dungeon design. To me, part of the design fo the dungeon should focused on making it visually appealing or stunning. There are things you can do, even with NWN2 standard toolset tiles, to make a dungeon a bit more visually appealing. And with that, I want the player to see what's going on. I'd rather have lights and point lights and lots of use of color to build a "mood" or "aura" than just make it dark. 

I hate traps. They annoy me. I don't understand dungeons where some evil overload is camped out having loads of traps all over the place. How is that practical for the minions living there? It seems, from a logical point of view, to be incredibly impractical to me. I've set about using a different strategy in my game: wandering monsters, guards, etc. Traps, to me, are for things that shouldn't be messed with (like the evil Overlord's private chest). But random floor traps... drive me insane. I'm just not a fan. 

I'm not a big fan of puzzles either, unless they serve a story purpose (Durlag's Tower is one instance I can think of where the story facilitates the sheer amount of traps and puzzles that are installed). Puzzles for the sake of puzzles strikes me as something that gets put into a dungeon because a developer has ADHD. Listen - if I wanted to play puzzles I'd break out my smart phone. 

What I do like in a dungeon is difficult encounters... Anything that tactically is challenging. I expect a dungeon to be full of monsters, minions, treasure, etc. 

The biggest thing, to me, about a dungeon encounter, is atmosphere. A dungeon should set a certain kind of mood and exist for a certain kind of purpose in the story. A crypt that was overtaken by a necromancer... a catacomb that has been claimed by a dragon as a new lair... something like that. Story, purpose, astmosphere. The rest is details. Implementation details. 

Modifié par ColorsFade, 23 août 2013 - 02:10 .


#56
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages

Tchos wrote...

I sometimes put the word "dungeon" in quotes when I'm talking about them, to try to indicate that I'm referring to any game location that has certain general characteristic that we associate with a delve into a location full of enemies, secrets, and treasures, whether it be a crypt, a stronghold/castle, a ruined city, or a cave. I've never seen a really good word for it, so I reluctantly use "dungeon".

Hi Tchos,

I agree. I did try to emphasise that in the blog reference, but it may have been missed by some.

andysks wrote...

Hi Lance, I've been following World of Althea for a while because you got my attention with the riddle post.
In my opinion, a dungeon should lots of stuff to do inside... stuff that you won't necessarily get quests from the outside. For example, you start crawling in the monster infested dungeon, you come across a dead body with a weird note on him, you find a lunatic performing some sort of experiments and stuff like that, that will open other quests later in the game. Because, the PC is not the first one ever to visit this dungeon... so other adventurers might have lost something in there, or somebody liked the isolation it provides.
I also like the mini dialogues-quests that all infinity engine games were using. For example, an undead with a riddle problem in Torment, or scaring Yquog with dead cats in IWD2.

Hi andysks,

Good to hear you are still around. Image IPB And hopefully, you will be pleased with the results then. I do like puzzles, and hope the ones (while not all strictly riddles) will hold your interest.

Lance.

#57
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages
Hi ColorsFade,

I will comment on each point you raise. Image IPB

ColorsFade wrote...

I'm way late to this thread (thank you summer, my favorite time of year, for getting me outside camping), but I wanted to chime in on the OP's question. 

Good to get out, otherwise you end up with Vit D deficiency like I have. Image IPB

I tend to be a very visual person, so for me, the most memorable dungeons were always visually unique/breathtaking. In addition, the layouts were always really interesting and fun.

I am just coming to the end of a very visually interesting game (Sacred 2), but I am thoroughly disappointed with the gameplay. Layouts should be interesting as you say, but I have now come to the conclusion that I would take gameplay over visuals any day now. Image IPB

I'll reference a few things that stick in my head to this day, remembering that everything is relative. What looked awesome 20 years ago looks pretty primitive today. 

The dungeon that sticks out most in my brain is Cazic Thule, from the original Everquest game. <SNIP> People were afraid to go there. That intrigued me. That fear factor. And the very first time I zoned into that dungeon, I must have witnessed 20+ corpses laying on the ground. It was a deathtrap. <SNIP>

That does sound interesting. I can tell from your description that it gripped your imagination.

Doesn't matter if it's single player game or a MMO, if the dungeon has some element that causes you to build a lasting memory, then it's done it's job. Cazic Thule had an aura of fear and danger surrounding it, and for good reason, and when we learned how to tame that zone, it built a lasting memory. 

Fear is a good motivator ... and I think your being able to "beat" the dungeon is part of the appeal.

On a more technical note: stuff I like and dislike about dungeon designs: 

I really abhor mazes. Do I need to say why? They just suck. I try and avoid them. 

I like lighting. I want the player to see the dungeon design. To me, part of the design fo the dungeon should focused on making it visually appealing or stunning. There are things you can do, even with NWN2 standard toolset tiles, to make a dungeon a bit more visually appealing. And with that, I want the player to see what's going on. I'd rather have lights and point lights and lots of use of color to build a "mood" or "aura" than just make it dark. 


Lots of comments "for" and "against" on these two. It probably boils down to personal tastes and experiences. Image IPB

I hate traps. They annoy me. I don't understand dungeons where some evil overload is camped out having loads of traps all over the place. How is that practical for the minions living there? It seems, from a logical point of view, to be incredibly impractical to me. <SNIP>

I hear you ... I must admit that I try to give reason / logic flow to every trap I have placed in the module. However, I can also see the argument that players who play rogues will want a fair share to make their purpose shine.

I'm not a big fan of puzzles either, unless they serve a story purpose (Durlag's Tower is one instance I can think of where the story facilitates the sheer amount of traps and puzzles that are installed). Puzzles for the sake of puzzles strikes me as something that gets put into a dungeon because a developer has ADHD. Listen - if I wanted to play puzzles I'd break out my smart phone.

I'll be interested how you interpret my puzzles. Image IPB I like to think every puzzle has a purpose/logic behind it, even if they are a little orchestrated.

What I do like in a dungeon is difficult encounters... Anything that tactically is challenging. I expect a dungeon to be full of monsters, minions, treasure, etc. 

Getting the balance right is the main thing here.

The biggest thing, to me, about a dungeon encounter, is atmosphere. A dungeon should set a certain kind of mood and exist for a certain kind of purpose in the story. A crypt that was overtaken by a necromancer... a catacomb that has been claimed by a dragon as a new lair... something like that. Story, purpose, astmosphere. The rest is details. Implementation details. 

You won't have any argument from me about this one. Atmosphere and purpose are key points for me. Whether I can pull them off is another matter entirely.

Thanks for your post.
Lance.