I still find Skyrim's dungeons to be exceedingly linear. Given how some of them are supposed to represent old buildings and even entire cities, I'm surprised at the overall lack of "crossroads" to be found. Branching tunnels are usually extremely short and blocked up by a cave-in or other such barrier. Puzzles are in-line, simply used to open the door in front of you. At no point do you have to go back, go somewhere else, or find anything.
The key to a locked door is usually in the room before the locked door, and the answers to the puzzles are usually somewhere in the room with the puzzle. If there is more than one door in a room, you usually can't open them both, and if you do they lead to the same place.
So I'm curious, is this on purpose? Bethesda can create this huge complex world, long winding quest arcs and one of the most immense and complicated bodies of lore for any game or story anywhere... but they don't make dungeons that are non-linear?
Maybe I'm only seeing the bad. I know there are some exceptions, one dark, mystifying, enormous cavern in particular stands out of course. But really, even the dwarven ruins are nearly straight lines that just spiral about as you either ascend or descend into the ruin. No real branching, no backtracking, no thing that requires you to make any choice.
And that's what this thread is really about, choices. Decisions. Sometimes I want to have to decide which way to go. Sometimes I want to have to stumble around for a minute, trying to figure out what to do next. That doesn't seem to happen in the Skyrim dungeons. I can't make the wrong decision. If I came in through one tunnel, then the way forward is simply the other tunnel. Nothing more to it than that.
I would like to see more than this. Anyone else?


