DUNGEONS, LENGTH, AND YOU!

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No, I'm not here to start any arguments or anything people! I just want to hear your opinions and stuff. Yes, this is brought over from the Screenshot thread, after discussing some things about dungeons and their lengths.

So the questions here are:

1) What is your tolerance levels for dungeons, in terms of length and time?
2) What are your most loved/hated dungeons, in terms of gameplay and designs?
3) How long do you think dungeons generally should last, as well as in comparison to final dungeons?


I'm going to post some times I have with various final dungeons in RPGs (bar one, since it's an optional dungeon, and another because it's a Zelda game) for comparison's sake. These are all taken from my LPs:

CT: 1:02:36 (Black Omen)
FFI: 58:37
FFII: 29:52 (Pandaemonium), 49:03 (Jade + Pand)
FFIII: 19:45 (Crystal Tower only), 29:38 (World of Darkness only), 49:23
FFIV: 1:28:13
FFV: 1:02:20
FFVI: 1:11:48
FFVII: 52:32
FFVIII: 52:11
FFIX: 1:07:26
FFMQ: 45:05
Legend of Zelda: LttP: 29:15 (Ganon's Tower)
Super Mario RPG: 33:08
Valkyrie Profile: 1:48:31 (Seraphic Gate)


Keep in mind, that I already knew what to do for all but FFMQ/FFII/FFIII. These videos also did not cut out any random encounters or anything, so these are actual legit times on my end. And with that in mind, I'm not of the mind that those who are playing these games for the first time would necessarily be around those times for final dungeons (for those that I already know how to do), but even looking at the dungeons I knew nothing about, hardly any of the final dungeons broke 1 hour. : S


Feel free to discuss and whatnot. I'm terrible at typing out what I wanted to say here but I hope you understand what I want to discuss? ^^;
Brady
Was Built From Pixels Up
3134
"should" last?

There's no standard time, it just depends on the style of the game in question. FF is based around linear dungeon diving, so having length dungeons between the story is what they aim for, and it works for them.

But some games are based around much shorter dungeon runs, and others based around extensively long or repeatable dungeons, because it suits them.

Any work in the end so long as it fits. All that matters is that short dungeons don't feel unsubstantial, while long dungeons remain interesting.
Ok, I know that Locke is gonna get me here, but I decided to look at my LP for my run of my end beta4 dungeon (I don't recall what all I did in that dungeon and whatnot, so it may be shorter than what I did, or longer), but...here are the times:


20:00 for Fate
8:00 for Rikako
8:20 for Sara
2:06 for Meira
6:55 for Elis
4:57 for Shingyoku
3:50 for Alice

54:08 total spent on bosses roughly.

1:53:27 spent on dungeon alone.

Total time: 2:47:35


So um...a good portion of that is spent fighting the bosses, and as I said in the screenshot thread (pointed more towards Locke), I DID say I'm going to cut down on the size of a lot of these dungeons anyways, but um...I didn't realize it was that long. It certainly didn't FEEL that long to me (and bosses are give or take too, since some can take longer, and there's quite a few cutscenes in there too. So the dungeon is split up between the bosses, several cutscenes (there's about 10 cutscenes in there or something), and the dungeon itself).

So yeah...


EDIT - Well, it's more like...how you feel they should or something, but I understand what you mean. Some people can do a dungeon in 30 minutes, others it takes 2-3 hours.
It really matters on how much content you have in your dungeon. If you continue to provide interesting bosses, puzzles, and dungeon design, you could go up to 4 hours and have quite the epic experience.

But DO NOT have dungeons with tedious content. If you find yourself padding a dungeon -- stop. If this means the dungeon is 15 minutes long, that's fine. Probably 15 very sexy minutes~
Yeah, it depends on what type of game it is. If your game is all about the dungeon crawling, then dungeons should take a long time. If it's only a side thing, then don't make them too long.
My personal preference are dungeons that don't take too long, unless you're going to put in enough events to push the story forward. When I play a game like Legend of Zelda, I tend to take so long in a dungeon, that by the time I get out of it I forgot what the story's about and don't care to continue anymore.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Hmm. Let's make a list of things that confining the player to a single dungeon actually means:

- A single setting or visual motif
- A particular set of enemies
- An unchanging party
- Puzzles are mostly of the same style? Sometimes? Depends on the game I guess
- No access to shops or other upgrade systems that are in towns
- No access to inns or other unlimited healing
- No major cut scenes, except at the beginning and end
- Non-linearity is put on hold in favor of a single clear goal: finish the dungeon

Now, these limitations can obviously be subverted by the designer to make one dungeon feel like several or vice-versa. Dungeons can bleed into each-other. Things that aren't usually in dungeons can be put there. The player can be allowed to leave a dungeon halfway through and come back. You can have a non-linear dungeon, if you want.

By subverting these limitations, you can easily make the player feel like it's more than just a single really long dungeon. It'll become a diverse experience. That's the goal, right? Not just to put the player on the world map for a few minutes, but to make them feel like the game is moving forward and to keep them interested in what's happening and where they're going.

There was a section of FF7 with three dungeons directly in a row, after snowboarding out of the town of Icicle Inn in the northern continent. Great Glacier took forever and was a fucking awful area with either an intentionally incorrect map or a bunch of one-way teleport errors, depending on how much credit you give the area designer. But! If you pretend Great Glacier was a decent area and only look at the sections after it, it's a pretty good example of how to make an extremely long area keep from getting stale without a single cut scene (which is kind of remarkable for a game so heavily dependent on its plot).
1) Starts out with a freaking snowboarding minigame, hellz yeah, moogles & moguls
2) Land in a section of the Great Glacier, an outdoor tundra maze. Where you land is determined by your snowboarding. Please pretend the maze is coded better for the sake of discussion
3) Moves the player to a spinning blizzard overland section where they have to mark their trail. This is extremely different from any normal area and is basically a minigame with random battles
4) The player reaches a log cabin with an old man who gives them climbing equipment and allows them to rest and heal hp/mp
5) Scale the Gaea Cliffs, they are extremely vertical. You have to reach ledges and mash the square button to stay warm. No battles in this part, just the cliff-scaling minigame
6) Weave through caves in the cliffs, progress through by causing icicles to fall in the right places, you must scale the cliffs several additional times while doing this
7) Arrive at the Northern Crater, where winds blow from different directions and you have to avoid them at the right times to keep from getting blown off the path. Random Sephiroth clones are scattered throughout this dungeon, falling to their deaths as you get near them because they're too dumb to time their movement right. Plus the crater looks completely different from any of the earlier areas (which also all looked completely different from each-other, by the way)

So the only line of dialogue in this whole set of dungeons is by the old man in the cabin. BUT. From the time you look up the Great Glacier maze exit on GameFAQs to the time you give Sephiroth the black materia at the end, it never feels like it drags on. Even though it's like three and a half hours between Icicle Inn and the end, you're not itching to get it over with and get back to a town, except when you're lost at the very beginning. The gameplay is varied enough that two and a half hours in, you're not sick of being there - because where you are is extremely different from where you were an hour ago.

So yeah, it's totally possible to not actually bring the player back to a town. But you can't just keep everything the same. The player will be bored silly after like 30 minutes of it. The maximum number of times I'm willing to fight the same random battle before I get bored is, like, maybe twice. I don't want to keep looking at the same cave, especially if there's nothing interesting about it. I want the game to move on. That doesn't have to mean a new dungeon.

But, well, it usually does mean a new dungeon. And a new dungeon is probably the simplest and most complete way. So if you're not Hironobu Sakaguchi, you might want to just stick with the plan that definitely works: getting me out of your fucking cave ASAP.
Brady
Was Built From Pixels Up
3134
The FF7 section is a good example, actually. S'one of those things: good design is often missed because the best design is the immersive kind that you don't even notice while playing.

Personally I've taken to smaller dungeons lately; quick runs here and there that allow regular changes to gameplay, battles, maps etc.

My current project is based around multiple small dungeons as a hub-based mission/dungeon crawler. Such short dungeons may not suit certain games, but it does open up some new oportunities. A large dungeon requires time and effort to keep it visually interesting and, as said above by LockeZ, eventually you'll need to freshen it up somehow anyway.

With more but smaller dungeons you have the option of changing scenery and using different styles and maps a lot more freely, rather than feeling restricted to one or two tilesets that suit the current mega-dungeon. Only problem with this is that you need to do something to make sure it doesn't wind up playing schizophrenically.
Ah yes...Great Glacier. I forgot how annoying that place is, though is it me or are most snow-related levels, now that I think about it, about as annoying? I dunno...maybe it's just me.

I do agree with you there though Locke. Varying up dungeon design, when it's as long as those 3 dungeons or something, is definitely something to do. I know most of my dungeons tend to be pretty...sameish in what they do (but hey, what do I know? I have like hardly any good "puzzles" in them!), though I try to vary them up somewhat in various sections in what the player has to do...somewhat. Would the Sandsea in FFXII count as a bad dungeon since it's long and pretty same-ish? I would kinda think it would.


As you mentioned in the other thread, FFVI's Kefka's Tower is probably one of the better examples of changing up designs in dungeons. Instead of a single party, going through a linear dungeon, you're forced to go through it with three separate parties, each area having its own layouts, bosses, and gimmicks associated with said area. FFV I think also did this well in terms of dungeon design as well (though there's not much in the way of puzzles in that final dungeon per say).


Mind if I PM you Locke for brainstorming? That is, if you don't mind me blabbing your ear off? Might be good for me a bit. ^^;
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I am definitely always up for people blabbing my ear off about game design.
Honestly, if you want some feedback on your dungeons, give the game to someone who isn't a friend to go through (friends, as much as you want to think otherwise, are notorious for being too harsh or too easy and, honestly, don't give the best feedback re: design). Give it to someone who's never seen the dungeons before - if they've played a previous version before you 'fixed it,' find someone else (for this step - at some point, it's always good to give the dungeon back to someone who ran it before to make sure their problems with it were fixed). Let someone with absolutely no experience with the dungeon run it, and look at their feedback. If a dungeon is too long (or even, possibly, too short) when playing through it fresh the first time, you should probably do some resizing. Even then, they should have a chance to see some of the game outside the dungeon to see it in context.
I have done that for the most part (giving it to other people to see that aren't my friends. For the most part, only like...2-5 friends of mine even played it.). Some have agreed maps are too big, but for the most part I haven't heard that much feedback on the dungeons themselves. It's usually focused on the story, which I haven't really heard anyone complain about.
Find people to specifically critique the dungeons - all story and everything aside, ask them what they think about the dungeons, ask them to focus on the frequency of encounters, the difficulty of those encounters, etc., etc. Hell, once I get my proper internet set up (sometime next week), I'll do that very thing for you - I'll run through as much of the game as you're willing to show off and test the dungeons out for length, confusion, all that fun stuff.

It's quite possible that, even with your perceived dungeon length from just your explanations of how long they are, that your dungeons are balanced to the right length after all.
Aye, I was speaking to a bud of mine about that final beta4 dungeon, and it's supposed to be the big transition in the game and meant to feel "end gameish" even though it's only the 50% mark of the game, so it might just be the right amount (of course, as stated earlier, I'm still going to cut down on some map sizes of course). It's really hard to judge as again stated earlier, every player plays differently and whatnot anyways.
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