More and Bigger Ruins with More hostory and less of the same

Post » Mon Jun 11, 2012 2:52 pm

I'm just thinking some key things could have been added in my opinion to really bring the worl to life more than what they've done. I think they did an outstanding job to begin with but some naturaly progressing thoughts werent implimented and It kind of hurts the gameplay for me a little

Here's a random but related question.. Do you read any of the books you pick up?
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Chenae Butler
 
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Post » Mon Jun 11, 2012 12:42 am

From this statement you're basically admitting that the thing that ruins the dungeons in Skyrim for you is the pace at which you feel inclined to complete them, I don't think that's got anything to do with the development of the game and its interior dungeon layout and lore content.




Again, something that is implanted into the lore and can be revealed later. What is your point, that dungeons are too samey and bore you or that there isn't enough story behind why the inhabitants are there, or because you just don't like a little bit of mystery?

No thats not what I'm saying, my speed is directly related to the fact that theres nothing new to see and I was just using that as an example. and second, Ok revealed later I can see but how do massive cities just "appear" out of no where? I'm saying that they should have already been there because that was their land. Also it would have been unique compaired to the other dungeons and ruins found everywhere else. They would have been speacial.
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Jonathan Braz
 
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Post » Mon Jun 11, 2012 9:56 am

I'm just thinking some key things could have been added in my opinion to really bring the worl to life more than what they've done. I think they did an outstanding job to begin with but some naturaly progressing thoughts werent implimented and It kind of hurts the gameplay for me a little

That the problem, there is always more that could have been done, no matter how much they actually do. That's the thing with great products, they stimulate you in a way that makes you want more.
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ShOrty
 
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Post » Mon Jun 11, 2012 4:23 pm

Here's a random but related question.. Do you read any of the books you pick up?

Yes every one of them, I love reading the what the devs puit in the game
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Robert
 
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Post » Mon Jun 11, 2012 5:09 am

Here's a random but related question.. Do you read any of the books you pick up?

i want to be clear. because an argument can go both ways: are you saying that the awesome book-lore implementation dominates in-game lore application?
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kennedy
 
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Post » Mon Jun 11, 2012 10:54 am

That the problem, there is always more that could have been done, no matter how much they actually do. That's the thing with great products, they stimulate you in a way that makes you want more.
Thats true and this thread was created so people could voice what they believe is lacking in dungeons and Ruins

and not just lacking, what they liked too!
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Emilie Joseph
 
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Post » Mon Jun 11, 2012 12:56 pm

i want to be clear. because an argument can go both ways: are you saying that the awesome book-lore implementation dominates in-game lore application?
I think books in the game do great for tieing things together but having you charactor physicaly go to the places they discribe and see things that arent words but textures is a completely different experience and really drives it home especialy if theyre unique
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sarah taylor
 
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Post » Mon Jun 11, 2012 11:09 am

I think books in the gamer do great for tieing things together but having you charactor physical go there and see things that arent words but textures is a completely different experience and really drives it home especialy if theyre unique

i don't understand.
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Amy Siebenhaar
 
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Post » Mon Jun 11, 2012 4:11 am

i don't understand.
Sorry try reading that again I fixed the typos
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Andy durkan
 
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Post » Mon Jun 11, 2012 2:34 am

good point, or why theres fires and stuff built in supposed abandoned ruins... did the drouger light them? lol

Actually, they did. They are kinda like their own janitors working in shifts. There is a book about in the game...
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Victoria Vasileva
 
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Post » Mon Jun 11, 2012 10:56 am

I'm just saying for me personaly, the dugeon crwling doesn't feel as deep as it should... At first it does but after you go into you 100th dungeon it just gets boring and starts to look bland to me... Same corridors, same designs, same enemy types... Rinse wash repeat... Some should be more AWE inspiring I think, there are some but a few more would have balanced it out in my opinion
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STEVI INQUE
 
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Post » Mon Jun 11, 2012 7:45 am



Actually, they did. They are kinda like their own janitors working in shifts. There is a book about in the game...

I've been trying to find that book, what's it called?
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Leanne Molloy
 
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Post » Mon Jun 11, 2012 9:20 am

If I have one critique to give on dungeons it is the unexplained presence of daylight inside.
good point, or why theres fires and stuff built in supposed abandoned ruins... did the drouger light them? lol
This also bothers me a bit. Dungeons and caves aren't really as scary and creepy as dungeons and caves SHOULD be, since there's light everywhere..!

What would work nicely is for example there being unlit torch stands, lanterns and fireplaces which you actually could lit on fire yourself, either with a wielded torch or a fire spell, in the "manmade" dungeons at least (like the Draugr ones). A dungeon or cave should be a dark, scary place where every sound and hint of movement outside your vision range would make your heart race, not a well-lit and neat tunnel which basically is the same as being outside except for the walls and roof.

Dark and scary dungeons would also take longer to clear since you'd be more careful and paranoid and would spend slightly more time searching for stuff in the darkness, instead of just taking a quick glance around and go "yeah, this area is cleared" and head on to that next door/tunnel entrance you can see clearly all across the room. This would also make Nigh-Eye and torches useful and needed.

What would also be nice is a slight amount of ambient light coming from your hands when you have your hand(s) up with a spell ready, since even a small flame in your palm actually would light up your immidiate surroundings.

Darkness = scary! We need more scary in Skyrim.
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Steve Fallon
 
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Post » Mon Jun 11, 2012 6:23 am

Actually, they did. They are kinda like their own janitors working in shifts. There is a book about in the game...
Never ran across that book that said they keep the fires going. for no appearent reason... Whats it called?
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OnlyDumazzapplyhere
 
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Post » Mon Jun 11, 2012 11:23 am

This also bothers me a bit. Dungeons and caves aren't really as scary and creepy as dungeons and caves SHOULD be, since there's light everywhere..!

What would work nicely is for example there being unlit torch stands, lanterns and fireplaces which you actually could lit on fire yourself, either with a wielded torch or a fire spell, in the "manmade" dungeons at least (like the Draugr ones). A dungeon or cave should be a dark, scary place where every sound and hint of movement outside your vision range would make your heart race, not a well-lit and neat tunnel which basically is the same as being outside except for the walls and roof.

Dark and scary dungeons would also take longer to clear since you'd be more careful and paranoid and would spend slightly more time searching for stuff in the darkness, instead of just taking a quick glance around and go "yeah, this area is cleared" and head on to that next door/tunnel entrance you can see clearly all across the room. This would also make Nigh-Eye and torches useful and needed.

What would also be nice is a slight amount of ambient light coming from your hands when you have your hand(s) up with a spell ready, since even a small flame in your palm actually would light up your immidiate surroundings.

Darkness = scary! We need more scary in Skyrim.
AGREED!
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Brandon Wilson
 
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Post » Mon Jun 11, 2012 3:42 am

So what else is felt lacking and what do yall feel was done right?

I'm still standing strong on different art elements being done to make them feel a little mopre unique and still in favor of a few more MASSIVE dungeons/Ruins

But I do feel the layering and leveling was done right, it gives them a 3 demensional feel rather than one flat plain
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Marta Wolko
 
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Post » Mon Jun 11, 2012 9:32 am

so, a broken and degrading entrance breaks immersion?

light/darkness takes away from your gameplay?

i absolutely agree with: the repativeness of the dungeons/caves/inns/buildings/holds and the gloss-over from people is ridiculous.

the BOOKS in TES are the best implemented gameplay feature, on consoles, of all-time. when i play morrowind and experienced that particular gameplay element, i knew i was on to something.
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Laura Tempel
 
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Post » Mon Jun 11, 2012 8:56 am

Dungeons have really come a long way. They are great in Skyrim, 90% of them are unique somehow, whether it be design, layout, enemy dialogue, etc.
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JUDY FIGHTS
 
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Post » Mon Jun 11, 2012 5:12 am

@OP, did you get your 60 posts all in one day?
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Britney Lopez
 
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Post » Mon Jun 11, 2012 7:46 am

Dungeons have really come a long way. They are great in Skyrim, 90% of them are unique somehow, whether it be design, layout, enemy dialogue, etc.

cmon- the dungeons in skyrim are template. a wider variety of template, but.

they're dungeons/caves. who cares about lots of differences. gameplay.
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Robert
 
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Post » Mon Jun 11, 2012 1:15 pm

Dungeons have really come a long way. They are great in Skyrim, 90% of them are unique somehow, whether it be design, layout, enemy dialogue, etc.
Where in the world did you come up with 90%? Dungeons have come a long way but I'm sorry I strongly disagree that 90% are unique in design or art element. Every burial chamber looks exactly the same, and every dungeon (not ruin) uses the exact same modle with a slightly different path. Ever Ruin (dwarven) has the same feel, walls and art design... and it doesnt make sense in most that there's present day equipment in them when most were supposed to be sealed up and abandoned. It just too copy and paste. Look at the hall leading to a dragon Preist. same wall art, same round door, chamber might be different but borrowed for another dungeon layout.
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Dragonz Dancer
 
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Post » Mon Jun 11, 2012 5:07 pm

@OP, did you get your 60 posts all in one day?
Why in the world would that matter?
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bonita mathews
 
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Post » Mon Jun 11, 2012 1:57 pm

Dungeons have really come a long way. They are great in Skyrim, 90% of them are unique somehow, whether it be design, layout, enemy dialogue, etc.
The dungeons ARE good, and I like the overall design of the dungeons, but I really miss the feeling of "Phiew, that was scary and intense! I'm glad I'm out now.." when having cleared a dungeon and finally being back outside. The already good dungeon layout and design would be even more awesome if the lighting (or rather lack thereof) complimented the design, since most of the dungeons now feel more like a neat, light and cosy place - it it weren't for those pesky . I want my dungeons and caves to be dark. Gritty. Scary. Uncomfortable to hang around in. That would make clearing a big dungeon even that more satisfying knowing you bested not only the inhabitants of it, but your own fear of the darkness and the unknown. THAT would take the dungeons from good to GREAT in my opinion.
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Danger Mouse
 
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Post » Mon Jun 11, 2012 4:56 am

i want to be clear. because an argument can go both ways: are you saying that the awesome book-lore implementation dominates in-game lore application?

I have no idea how you came to that conclusion after reading my post?

Why in the world would that matter?

It doesn't, some around here believe credibilty stems from a post count.
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Matthew Warren
 
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Post » Mon Jun 11, 2012 3:57 am

The dungeons ARE good, and I like the overall design of the dungeons, but I really miss the feeling of "Phiew, that was scary and intense! I'm glad I'm out now.." when having cleared a dungeon and finally being back outside. The already good dungeon layout and design would be even more awesome if the lighting (or rather lack thereof) complimented the design, since most of the dungeons now feel more like a neat, light and cosy place - it it weren't for those pesky . I want my dungeons and caves to be dark. Gritty. Scary. Uncomfortable to hang around in. That would make clearing a big dungeon even that more satisfying knowing you bested not only the inhabitants of it, but your own fear of the darkness and the unknown. THAT would take the dungeons from good to GREAT in my opinion.
You have a very good point because when I go into a dungeon I dont feel that intesity, I think "Ok what's in here that I have to kill that I can easily see to get what I came for?"... It should be "Holy [censored]! What the hell just moved over there and where did it go? What was that?! Oh god, I need to get out of here quickly but I gotta do this... Here we go!"
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Irmacuba
 
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