gamer0004 wrote:The dungeons are a great example: you go through the dungeon, find good loot and the quest item at the end, go through some door or down a cliff and hey presto you're back at the entrance, which means you don't have to backtrack. That's good gameplay mechanics by rewarding the player and reducing unnecessary and unfun effort. In terms of the bigger picture, of a game as a package of gameplay, narrative and setting (which in my opinion is especially important in RPGs) it's terrible. It makes the game feel like a theme park, designed to maximise fun, not like an actual place.
If it were designed to maximize fun, then I would not be complaining. Fun is what I look for first when I play a game. Following that same dungeon routine is
not fun.
The keywords for better skyrim dungeon design is variety and challenge. And whilst there is some variety to Skyrim dungeons there is not enough.
Yes, they all follow that same simple routine, but it was designed to maximize accessibility, not fun.
On to the puzzles- the reoccurring picture matchup puzzles. Well, nothing really needs to be said about them.
Theme, there are what, 8 different themes that each dungeon designer has been allowed? All probably with a checklist- no platforming, only picture matchup puzzles allowed and on special occasion maybe a whirlwind sprint or other shout related puzzle allowed, and all have to follow the circuit design for the player to exit no hassle.
No challenge, minimal variety. That is not good/fun design.
And what happened to challenge progression? Sure it's open world so the player can stray right from the beginning, but that should result in increased challenge if the player doesn't want to follow the starting quest/dungeons to gain power and knowledge first.
You only need to look at Fallout: NV to see how it's done right anyway, although there is not as much challenge as I would like. And I would like a bit of platforming for a few dungeons too, but everything else is spot on.
Fallout needs an acrobatics perk/skill
Also for agility to actually effect running speed as it clearly states it does right at the beginning of the game.
Anyway are not the objective markers and easy mode enough for accessibility? And then there is always the internet or guide books as a last resort if they have trouble.
How about an in-game guide book in the options that casuals can refer to if stuck? More thought on the subject can result in a better solution.
As for Dave saying he is glad he doesn't have to backtrack in Skyrim dungeons every time, I agree with the every time part, they should be like Morrowind's dungeons- a good mix of both.
Morrowind was popular enough, happy customers. And if they went the honourable route they still could have achieved great sales with subsequent releases. Happy customers=Word of mouth/hype. Games in the past have been very successful without selling out.
Well, at least Bethesda seemingly allowed Obsidian to do their thing with FO:NV, so that's great....other than forcing them to release early, resulting in a shit ton of bugs, AND they missed out on their $1.000.000 bonus because they were 1 point off of meeting their Metacritic target of a score of 85.
Well, they obviously had a contract- release by x date, get scores of 85 and receive a 1mil bonus, but the game was filled with tons of bugs so they did not get the review scores needed. So they shouldn't have even had a silly contract like that to begin with.
I suppose I am not in the position to say how that shit went down, but the game still had great sales and was popular even without dumbed down design and all the bugs.
The objective Markers and easy mode were enough for Obsidian. And what are they doing now? Designing a game funded by fans that met it's kickstarter target of 3 million in what was it, a day?
The only thing I dont get is that apparently they are the same devs who made Alpha Protocol, and that game was even sillier than Mass effect