Current Events > Forcing players to walk all the way out of a dungeon is bad game design.

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Garioshi
12/12/18 11:28:11 PM
#1:


I'm looking at you, Sealed Cave.
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"I play with myself" - Darklit_Minuet, 2018
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0AbsoluteZero0
12/12/18 11:28:39 PM
#2:


It builds character
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-The Admirable
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DoomSwell
12/13/18 11:50:01 AM
#3:


Legend of Legacy (lame) and Alliance Alive (great) send you back to the start of the dungeon any time you run from a random battle. Its a very interesting approach, it can be a shortcut or a punishment.
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YonicBoom
12/13/18 11:50:57 AM
#4:


DoomSwell posted...
send you back to the start of the dungeon any time you run from a random battle.

wtf
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NeuralLaxative
12/13/18 11:51:01 AM
#5:


Make sure you close the doors on your way out too, or your game will run like shit!
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Bad_Mojo
12/13/18 11:52:14 AM
#6:


DoomSwell posted...
Legend of Legacy (lame) and Alliance Alive (great) send you back to the start of the dungeon any time you run from a random battle. Its a very interesting approach, it can be a shortcut or a punishment.


Interesting mechanic. I kind of like it
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CoolBro
12/13/18 12:02:55 PM
#7:


depends on the size of the dungeon, I guess
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lww99
12/13/18 12:04:44 PM
#8:


Bad_Mojo posted...
DoomSwell posted...
Legend of Legacy (lame) and Alliance Alive (great) send you back to the start of the dungeon any time you run from a random battle. Its a very interesting approach, it can be a shortcut or a punishment.


Interesting mechanic. I kind of like it


Sounds great tbh. As long as the runaway distance isnt something you might accidentally cross in combat, Im all for that system.
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eston
12/13/18 12:05:45 PM
#9:


This is one area where I felt Skyrim was completely brilliant. Like 95% of the dungeons in that game looped around so when you got to the end you would either drop off a ledge, or go through a secret passage, or some other action that would put you right back at the entrance. It almost became a game in itself trying to guess where you'd be coming out of later.
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#10
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butthole666
12/13/18 12:07:23 PM
#11:


Yep. Every minute the player spends doing busywork is a minute wasted.

This was one of the few objective improvements in Skyrim over Oblivion; most of the sprawling caverns and dungeons youd come across would loop you nack to the entrance via a secret passage or unseen ledge, or have a light at the end of the tunnel to exit put the other side.
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"Kenan & Kel is what made me realize I wasn't racist." ~ NewportBox100s
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Questionmarktarius
12/13/18 12:07:24 PM
#12:


Sudden and arbitrary failure of an "exit" spell/item/etc. is actually useful as an indicator that "plot" is going to happen soon, so plan your procrastination accordingly.
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butthole666
12/13/18 12:07:56 PM
#13:


eston posted...
This is one area where I felt Skyrim was completely brilliant. Like 95% of the dungeons in that game looped around so when you got to the end you would either drop off a ledge, or go through a secret passage, or some other action that would put you right back at the entrance. It almost became a game in itself trying to guess where you'd be coming out of later.

Dammit
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"Kenan & Kel is what made me realize I wasn't racist." ~ NewportBox100s
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Zerocide
12/13/18 12:08:08 PM
#14:


World of warcraft?
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Tupacrulez
12/13/18 12:17:40 PM
#15:


eston posted...
This is one area where I felt Skyrim was completely brilliant. Like 95% of the dungeons in that game looped around so when you got to the end you would either drop off a ledge, or go through a secret passage, or some other action that would put you right back at the entrance. It almost became a game in itself trying to guess where you'd be coming out of later.


Ratchet and clank did that long before skyrim
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