AExcalibur
Member
We all know about dungeons from past RPG experiences. Areas containing monsters where the player has to progress through in order to either gain an optional item, or expand the game itself in terms of known story and the like. Some are hard, and some are easy. However they all have one thing in common: They're supposed to challange the player or introduce him/her to smoething. I for one, support hard dungeons, wheither it includes puzzles or not.
Let's take Tales of Symphonia for example. A variety of dungeons that contain beings called summon spirits, have puzzles such as moving throughout every room doing goals (such as in Triet Ruins, you use an item called the Sorceror's Ring in order to light torches or whatever that some how control the elevation of some platforms), backtracking in order to access new items or areas, some times just to fight a new optional monster. The difficulty of dungeons varies, sometimes having you even get to a new maze-like dungeon, only to find out you need to backtrack to one of the first dungeons to get an important item that you missed. ToS, like other Tales of games, was able to create good challanging dungeons that weren't all that linear in some cases.
Now, some created games, have relatively easy dungeons that don't really involve maze-like passageways or puzzles. You'd just go explore about ten linear, straightforward passageways, only to face an easy boss. Now, this would of worked, only if you had the boss to be complicated and/or epic to beat (this would be easily possible in a game using an ABS, or the like).
For example, let's take it that after going through a literally straight passageway with about 10 rooms containing simple monsters, you find a "Dark/Vampire" Ogre. Let's say you're using an ABS, and the intro sequence has it charging at you. You just barely dodge, and find out that while it can deal massive damage to you, your attacks barely do anything to it. On the brink of death, the character finally finds out that the boss cannot be harmed by anything except light. You flee, with the "boss" following you. If it touches you, you'd lose X HP. While it's chasing you, you'd have to go through about five other hidden rooms, solving challanging puzzles, while the ogre eventually gets more powerful as you progress through the rooms, until it can deal X to the 10th power of HP. You find a switch that causes a larger amount of light to enter the dungeon, and the ogre flees.
The player feels proud after solving the extremely tough puzzles, and as you try to exit, thinking the monster fleed into another dungeon, you find out you're trapped in the dreaded place. The ogre comes charging back at you, this time extremely angry. However it can be harmed right now, and the true boss battle begins. When it loses X amount of HP, it'll become immune as the light fades away. The ogre goes back into what I call it's "Boss' Nest" (where the boss would begin the battle). Finding a secret passageway, you enter a lava filled chamber where eventually the ogre gets bored and chases you, you have to destroy a wall by having it ram into it. Light rushes into the dungeon again, as a passage is revealed again. Now, this ogre forms crystals using magic spells, and it flees once again. You'll have to go through a morphed room, destroying the crystals in a maze. After you destroy X crystals, you're free to enter the "Boss' Nest" again, having a true battle.
After five minutes of battling, the ogre which has control of the dungeon dies, and it morphs once again into a lava-filled maze. Now, this would be the hardest part of the dungeon, as the boss battle isn't truely done yet (as the boss is essentially the dungeon now, as the enviorment becomes harmful). Losing X amount of HP per X X (this represents a certain amount of time), you saved the kingdom, now you just have to flee the dungeon. Using something like Triet Ruins, you have to activate hidden switches, revealing bridges and the like which'll help you escape.
That could be an example of how to make a dungeon complicated, or just plain hard. I seen one good game using something like that, however I can't place my tongue on what it was...
Now, how do YOU like your dungeons to be? Simple with a linear passageway, one or two puzzles, and a standard boss? Or complicated with a maze-like passageway, multiple puzzles, and multi-phase bosses?
Let's take Tales of Symphonia for example. A variety of dungeons that contain beings called summon spirits, have puzzles such as moving throughout every room doing goals (such as in Triet Ruins, you use an item called the Sorceror's Ring in order to light torches or whatever that some how control the elevation of some platforms), backtracking in order to access new items or areas, some times just to fight a new optional monster. The difficulty of dungeons varies, sometimes having you even get to a new maze-like dungeon, only to find out you need to backtrack to one of the first dungeons to get an important item that you missed. ToS, like other Tales of games, was able to create good challanging dungeons that weren't all that linear in some cases.
Now, some created games, have relatively easy dungeons that don't really involve maze-like passageways or puzzles. You'd just go explore about ten linear, straightforward passageways, only to face an easy boss. Now, this would of worked, only if you had the boss to be complicated and/or epic to beat (this would be easily possible in a game using an ABS, or the like).
For example, let's take it that after going through a literally straight passageway with about 10 rooms containing simple monsters, you find a "Dark/Vampire" Ogre. Let's say you're using an ABS, and the intro sequence has it charging at you. You just barely dodge, and find out that while it can deal massive damage to you, your attacks barely do anything to it. On the brink of death, the character finally finds out that the boss cannot be harmed by anything except light. You flee, with the "boss" following you. If it touches you, you'd lose X HP. While it's chasing you, you'd have to go through about five other hidden rooms, solving challanging puzzles, while the ogre eventually gets more powerful as you progress through the rooms, until it can deal X to the 10th power of HP. You find a switch that causes a larger amount of light to enter the dungeon, and the ogre flees.
The player feels proud after solving the extremely tough puzzles, and as you try to exit, thinking the monster fleed into another dungeon, you find out you're trapped in the dreaded place. The ogre comes charging back at you, this time extremely angry. However it can be harmed right now, and the true boss battle begins. When it loses X amount of HP, it'll become immune as the light fades away. The ogre goes back into what I call it's "Boss' Nest" (where the boss would begin the battle). Finding a secret passageway, you enter a lava filled chamber where eventually the ogre gets bored and chases you, you have to destroy a wall by having it ram into it. Light rushes into the dungeon again, as a passage is revealed again. Now, this ogre forms crystals using magic spells, and it flees once again. You'll have to go through a morphed room, destroying the crystals in a maze. After you destroy X crystals, you're free to enter the "Boss' Nest" again, having a true battle.
After five minutes of battling, the ogre which has control of the dungeon dies, and it morphs once again into a lava-filled maze. Now, this would be the hardest part of the dungeon, as the boss battle isn't truely done yet (as the boss is essentially the dungeon now, as the enviorment becomes harmful). Losing X amount of HP per X X (this represents a certain amount of time), you saved the kingdom, now you just have to flee the dungeon. Using something like Triet Ruins, you have to activate hidden switches, revealing bridges and the like which'll help you escape.
That could be an example of how to make a dungeon complicated, or just plain hard. I seen one good game using something like that, however I can't place my tongue on what it was...
Now, how do YOU like your dungeons to be? Simple with a linear passageway, one or two puzzles, and a standard boss? Or complicated with a maze-like passageway, multiple puzzles, and multi-phase bosses?