» Thu Jan 06, 2011 7:20 pm
Personally, when I hear "dungeon crawl," I think of a contained area where the goal is nothing more than clearing the level of enemies and searching for loot. (To me,) all of the ruins and fortresses in Oblivion are dungeon crawls. All of the abandoned houses, caves, (most of) the vaults, and old factories, etc, in Fallout 3 are dungeon crawls as well. You're wandering around the world map, and when you come to one of these places, you go in because you want to see if there's any loot to find, do some spelunking, and kill the baddies. Basically, dungeons provide XP and loot - if they have more to offer than that then it's something else.
If you're going into a contained "level" because you're following a quest or sidequest, then I don't think of it as a dungeon crawl. Because there's something larger connected to it. Otherwise, everything is a dungeon crawl. Because a videogame RPG, when you get down to it, is basically a series of contained areas with enemies and loot. The only thing separating the Red Ryder Factory from the Museum is that one is just there for you to find neat things and kill enemies in; and the other one gives you the same thing, but is also important for completing a quest.
By that definition, neither Fallout 1 or 2 really had any dungeon crawls to speak of. You might go into an area for no other reason than looking for loot and gaining XP, but 9 times out of 10 you're going to come out with a sidequest, or later find it's connected to one.
That also doesn't mean there's anything wrong with dungeons, either. And as far as Fallout 3 goes, they're all very good dungeons, as well. Each one is it's own unique little vignette, and finding out the story to each one is also another "carrot" to lead the player through these dungeons. I'd say that so far Fallout 3 has the very best dungeons that I've played in recent memory.