>> Though I agree with the OP that walking out of an entirely empty dungeon is boring, for me the solution isn't to teleport the player out of the dungeon, but to make the dungeon exit lead back to the world in general, or to make the way back interesting. Perhaps one 'inspiration' as a designer would be to try and make the way out of a dungeon be even more enjoyable than the way in. If your entrance route got caved in, now you have to locate a different exit entirely out of this cave network
fully encumbered, when you want to avoid encounters, and are just trying to get the f out, maybe you're low on HP and healing potions too - that would REALLY suck!
If by "fully encumbered" you mean terribly slowed down when you reach an arbitrary tipping point? Wouldn't exist in my game. Either you'd have a hard limit, or you'd linearly slow down the more you exceed the limit.
As far as low HP and out of healing potions go, that's where the rubber meets the road for me. That's where things switch over from effortlessly steamrolling mooks to actual survival. In my ideal adventure/survival/exploration RPG, you'd only be able to take a fixed number of potions with you into the dungeon, and you'd have zero mana regen, and very limited health regen.
Glad you were never my DM ! <g>.
I'm a cat-and-mouse designer. :P
>> Or a mini-boss you beat earlier gathered some friends and is waiting to jump you on your way out...
if i beat them, they're dead. you can't leave loose strings to bushwhack you later when you're laden with loot and low on health. dungeon adventuring 101.
Players shouldn't die from stupid "Surprise!"/"Gotcha!" events. That'd also be a "Bad Game Designer, No Twinky!", for sure.
I don't want enemies to suddenly drop from the ceiling and kill you before you even realized what happened - there's no fun in that, and that is no different than (annoying) spike traps.
But I'm willing to throw one more challenge at the player when he's not expecting it, and when he's tired and exhausted, as long as it doesn't insta-kill him. He can fight through it, run around it, jump over it, etc... and adds to the player-experience of survival, IMO.
Indiana Jones can walk through an open tomb exit. (Boring)
The tomb door can slam shut and Indiana Jones is trapped there to die. (Annoying)
Or Indiana Jones can roll under the door right before it shuts. (Exhilarating) <-- This is the kind of experience I want to cultivate.
I want the player to barely make it. Not be able to magically fly to safety whenever the going gets tough.
Part of my design thinking is trying to come up with ways that makes it so the player does succeed, but with the rapturous delight of almost not succeeding. I think Director AI can help with this.
Beating a boss is fine. Beating a tough boss is better. Beating a tough boss with your final strike, knowing that the boss is about to kill you? That is euphoria.
One of foundational form of humor is laughing out of relief of disaster not occurring, the laughing being a release of nervous tension. I think one form of play-related pleasure is the same: euphoric release of tension, the tension being focused intensity at trying to overcome a challenge when you appear to be on the verge of failure. I'm not a sports player, but I imagine narrowly-won sporting victories have a similar feel (possibly even for those merely watching a football game at home, if they are invested enough in their team's outcome).
>> This "tunnel-dungeon" is actually something I feel open world games could benefit more from.
almost every dungeon in a Bethesda game is linear with a shortcut from the end back to the entrance, or a separate exit right past the end. IE a tunnel, or a tunnel bent into a loop so the two ends connect at/near the entrance / exit to the world. the "quick exit when done" is a nice dungeon design feature (about their only good one if you ask me), but only useful when at the end of the dungeon.
My Bethesda experience basically is centered on TES 3: Morrowind. I didn't like Oblivion, so only spent a few hours there, and haven't gotten around to Skyrim yet, though I own a copy and have watched others play it. So you can accurately say I'm 15 years out of date when it comes to open-world games.
In Morrowind, they had a few loop dungeons (mostly bandit caves), and a few branching tree dungeons (like dwemmer ruins and some caves) that were ultimately 'mineshaft' dungeons (go down to the end, then come back up).
Loop dungeons don't have quite the same experience to me as tunnel dungeons - tunnel dungeons have the added benefit of emerging in a different part of the world (usually a place you've never been), and often 'unlock' new areas to explore (preferably your choice of several new areas to go to next). These exist even in games like linear old-school RPGs, but I don't remember a single one in Morrowind. A few dungeons had an exit in a different location (as a one-way shortcut out), but the goal wasn't to get through the dungeon to a new area, but to get or do something in the dungeon.
Some of the dislikes I have with Morrowind's dungeons are:
A) They weren't laid out very well. It was mostly slapped together procedural shapes (or at least, it was so bad it seemed procedural), with almost arbitrarily placed objects and enemies. Morrowind's dungeon-design feels as if they were created by "idea guys" rather than people who studied how to do it well. Their dungeon design seems to be missing the 'design' part.
There was no cohesion of design - no big picture plan, as if they just gave every employee access to their level editor and said, "Make some dungeons!" without the employees knowing much of anything about level design. This was my view for a long time - what Morrowind 'felt' like. Then I read a post-mortem of Elder Scrolls 2: Daggerfall, and it turned out they did exactly that. :rolleyes:
B) The dungeons weren't very creative either. There were very few good ideas being displayed. Very few dungeons that were actually memorable to me. Only a few dungeons actually made me go, "This place is cool". Most of the Morrowind "cool" factor for me was the idea of exploring, and being in new areas that I hadn't seen before, but the quality of the areas I actually was exploring were mostly bland with only a few creative places in-between.
C) The dungeons also suffered because Morrowind's core gameplay wasn't good, but that's not explicitly the dungeons' fault. Being able to reload-reload-reload every time a battle goes wrong also made the dungeons much less fun, taking the challenge out of them (and being pre-teen at the time, it hadn't occured to me that not save-scumming was even an option).
D) The dungeons themselves were mostly linear, most of the time, and didn't provide many choices, making exploration itself less pleasant (not unpleasant, just less pleasant). Linearity on its own isn't a problem for me, but layout-bland and visually-repetitive and linear and poor gameplay and difficulty killed by save-scumming...
For the record: exploring Vvardenfall (Morrowind's world) is still one of my fondest gaming memories, and I immensely enjoyed the game (and would re-enjoy it if I permitted myself to reinstall it, but I'd get addicted and waste too much time :wink:). The macro design of the world made up for the micro failures (which are numerous), and the ambiance was incredible enough to give me rose-colored glasses even while playing it.