Hello i am here to share some ideas about what makes a good dungeon for me and getting ideas, and input from you guys.
First lets look in to some memerable moments from the 2 first games.
i remember the highdragon fight very well, one of the coolest event, a rare and epic fight. i also remember the smaller dragon in the brazilian forest, when it came forth from nowere, here the traps and the lighting really set the difficutly and the theme of the fight.
i also remember smaller things like the creepiness of the spiderinfestation in the Mage tower, how scared i became when they first came down from above. also the overwhelm ability makes a horrifict sound (gave me problems with sleeping at night). And for the dedicated, i guess i dont need to say more then The Unbound
I remember the loot i got after beating some epic creatures and i remember how satisfying it was to kill a certain creature/character after SO long for what they have done to me or someone / something. and i cannot leave out nr. 2 in the series (tho i wasnt the best of the 2
) i will never forget how Hard one of the bosses was in act 2, and that i actually could NOT beat it 1v1 and had to bring my whole party + alot of potions to best it.
Now what makes for a good dungeon?
The general lighting, sound, animations, environment, weather need its own section but feel free to add in to that if you like.
But the dungeon it self should have:
Different difficulties on the enounters, monsters that add to the theme and key characters along the way. with impact on the others characters along with impact on the environment, and the bigger picture.
Puzzles - puzzles gives the dedicated player a way to gain more from a dungeon that what is first hinted at.
it should have a main villan attatched to it
Progression: not beeing able to kill everything the first try and on the same experiance level. having to go back to "base" to heal up, restock and maybe head elsewere to gain a higher level before completing the final tiers of a dungeon makes it much more rewarding, and makes you feel like you have grown over the last few hours of playing. or just beeing able to say i finally found this key that access the trapremover to the lower levels. (can be located elsewere then in the actual dungeon (not accesable before one comes to a certain part of that exact dungeon
sidequests having the option to complete a sidequest for added benefiths is great, maybe find a hidden door or getting hold of a artifact, eastereggs
Make things interaction: Having to Kill A to get to B is simple enough, having killing A grants access to easier ways to kill B, or maybe kill B to have A join you in your quest? etc. also interacting with the environment to access new areas, loot, or maybe interacting with the environment makes the dungeon more challanging? you could disable a trapnet, or turn it on your enemy PS: make this optional yet attractive and maybe add choices to what type of character you would like to play/be.
add twists to the quest/dungeon. it may appair that he wanted us to show up at this location so his army could run unapposed to the village and now you have became the coward that fled from battle.. ![]()
Reminding the character Why they are there as. if you dont kill him, he/she will still send troops after you when you are on a different mission, or the reveal which is mentioned earlier, have your characters say things like "shouldnt we kill this or that before we do what we do now?" show of some of the temnting loot by having them say "I heard count of the windmill have some nice looking staffs in the basement of his home but he has the key around his neck at all times" (starting to ramble here...)
anyways this is just some of the reasons that makes a good dungeon that you remember for a while, which you compair to other games dungeons and i really hope to se many nice inputs to this topic below ![]()





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