I CAN DELVE FOR MILES: WHAT DRAWS YOU TO DUNGEON CRAWLS?

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Craze
why would i heal when i could equip a morningstar
15170
I have a confession, which some people likely already know and others will be surprised by: I... I don't really like dungeon crawl RPGs.

"But Craze," you shout, "all you ever do is throw together shitty dungeon crawls!" The reason for this is that the mechanics of dungeon crawls interest me; CRAZE LIKES NUMBERS AND HATES ART is pretty much false in what I actually play. I don't like seeing numbers, except for maybe damage pop-ups (and those only sometimes); I prefer puzzle games and Sierra and europop and long walks on the beach. My dream game would be able to have the player perfectly interpret his capabilities without displaying stats or anything else in the foreground except the game itself. shumps are pretty good at this, but they are not RPGs. (No, I don't know how to make this work in an RPG.)

(Sidenote: one game, a tower defense game, that I find remarkably intuitive is Kingdom Rush, featuring some incredible and strategic TD gameplay/challenge with minimal numberz. They are there, but you don't really need them. It all just makes sense!)

So, for the people who like dungeon crawls, which typically consist of NUMBERS and SLOW PLODDING and BORING (that's a joke about holes), why do you? What makes a good dungeon crawl or a terrible one? Do you think that a streamlined dungeon crawl experience would be better than a number-crunching one? I know that there is this fear of the "streamlined" videogame that "hardcore gamers" are discussing, but, well, judge me all you want, I think that DAII/FFXIII are heavily flawed and highly entertaining games.

What's attractive (or hey, what's unattractive) about dungeon crawls?
SMT/Persona are dungeon crawlers in a sense right? I guess what attracted me to them, aside from the cool mechanics, is that I don't dungeon crawl 24/7. I feel a sense of achievement based on the story events or rather, I can also do other stuff than just fight my way through a dungeon, go back in town and restock, then back again. Persona wasn't like this so I was able to finish it.

As for Strange Journey, it was the story that dragged me. I feel like I'm DOING something worthwhile.

The reason I disliked (note not hate) Etrian Odyssey is that, it was fun at first then it gets tedious and extremely repetitive later since nothing amazing happens aside from discovering new floors, get new quests and people acknowledging you. It's like, heh all in a day's work.
Craze
why would i heal when i could equip a morningstar
15170
What you just said (and I pretty much agree with) is "I played the fun parts of the games and didn't really like the dungeon running itself."

EO series needs to increase their XP drops 500% or more, and also not try so hard to be ~oldschool~ (it's decrepit for a reason, thanks).
SMT: SJ is a pure dungeon crawler with story events happening from what I remember. So maybe that's what makes it appealing to me haha...oh and the demon negotiation was really cool over there. And you get these armor upgrades to discover new areas from the dungeons, etc.

This might sound crazy but I remember I liked Dragon Warrior 3. I think it's dungeon crawling since all the time I'm battling and running through dungeons so maybe <_<;

In a sense it's dungeon crawling but all the places have this "special" story to them, like it doesn't tell you outright but the day/night system reveals a lot about the areas and it just made me sad and curious. One of them was this town near the evil overlord's domain (volcano thingy) and they were really happy when I arrived there at night. Being tired, I went to sleep in an inn and then when morning came, everyone is dead and only alive at night, they're not even aware of it. That gave a lot of impact to me as a kid that it made me go, DAMN YOU EVIL OVERLORD, I'M GOING TO KILL YOU FOR DOING THIS.
There's one kind of dungeon crawl I like and that's the one where I fill out a map. I run around exploring everything and when I press a button to look at my map it is filled out a little more.

Especially in simplre, procedurally generated games it's sometimes exciting to get through some kind of wall/door into an open chasm and you have no idea what lies beyond. (and usually I just back out and close the door behind me. Hoping that whatever lived there in the darkness didn't notice me.

Or I might just be talking about Minecraft, where I guess you crawl through dungeons.

But yeah the "minecraft feel" of certain kinds of dungeon crawls. The exploration. The finding of places with an implied story.

And often the utter lack of any friendlies anywhere. Basically it's just you vs the world. (preferably vs zombies)
I loved the EO series for the same reason I love Harvest Moon. The repetition is addicting and relaxing. After a hard day of work/school/whatever where I have to have some form of flexible thinking, it is extremely relaxing to sit down to a game with very clear objectives and clearly understood ways of achieving those objectives.

I'll admit that Etrian Odyssey isn't for everyone and a higher EXP drop would be lovely. But something about grinding away the in game time is so therapeutic.
Craze
why would i heal when i could equip a morningstar
15170
I can kind of get that, but I'm not sure it makes for a good game. I mean, I played EO2 mostly by setting up a turn or hitting auto-attack and then setting the DS down while I split beans and shucked corn. (...I'm kind of rural.) That doesn't scream "engaging interactive experience" to me.

For the original EO, I did push-ups and crunches while turns were resolving. Again, not exactly thrilling. More like ProgressQuest, but with cool portraits and conditional item drops.
w-welp.. for me it needs to have an ultimate purpose. And that usually means plot/story. Character progression keeps me going, but a purposeful plot gets me going in the first place.

I play dungeon crawlers because of...story?
slash
APATHY IS FOR COWARDS
4158
Some kind of interesting mechanic mixed with fun gameplay. If we're talking roguelike here, there has to be something drawing you into each dungeon. Usually they're just hard enough so that sometimes I die, but as I play more I have more confidence in my success rate.

The Binding of Isaac managed to suck me in for 25 hours, and the dungeon itself is only ~45 minutes long (if you survive the whole thing). Everything is randomly generated, from enemies and levels to the power-ups and character progression, but it's so well-balanced you rarely rage about how screwed you got (and you will get screwed), you just attempt another dungeon dive.

Also, if you're gonna be in dungeons a lot you better have some fucking good music.
Sort of what I said about Edifice actually. I don't mind a dungeon crawl if I feel like I've got enough narrative framework to make me feel like I'm headed in some direction (either literally, metaphorically or preferably both). In Edifice it's: "HALLO YOU ARE AT THE BOTTOM OF MONOLITHIC DUNGEON NOW HEAD UPWARD"

It's simple but that sort of thing always works on me :x

It works for a lot of games actually, Azure Dreams did it well even though you keep coming in and out of the dungeon out of necessity and each time you head back in you try to do better than you did previously (which you can thanks to what you found on your last journey, hopefully). Until you reach the top floor on your billionth trip (because you really have to work at getting to a high floor and being able to survive) into the monster tower and you "finish the game" (but are allowed to carry on playing to 100% everything).

What was also cool about that game was that when you weren't dungeon crawling you had a whole evolving town with events and a home and mother and *facepalm* integrated dating sim. It was essentially harvest moon but replace farming with dungeon crawling/monster taming.
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
One thing dungeon crawls are really bad at is keeping the game feeling fresh. I can only climb down to the next floor of the 100 floor dungeon so many times before they all start feeling the same. It becomes indistinguishable from grinding the same enemies over and over, which is something I think we all probably hate. It's not that it doesn't start out fun - it's just that it gets boring and stagnant after a while. The game can be fun while I am finding out new stuff and figuring out the system and unlocking lots of cool junk, but eventually in any dungeon crawl you basically get to a point where you're fighting enemies with a slightly different attack pattern than you've seen before, and you're using skills that are 20% stronger than they were a few floors ago. It gets old.

The thing is that any possible solution to this problem is basically equivalent to making the game into not a dungeon crawl. Like after every few floors of dungeon you could give the player a break - you could give them some cut scenes to distract them, add a boss, add some normal battles in events that aren't part of the dungeon, sometimes toss in maybe a minigame, or just give them a chance to walk around in a non-combat setting. You can give them access to a whole new tier of skills or equipment at once, or forcibly change up their party members so that they don't get too comfortable. And then once they've had their breather, you can put them in a section of dungeon that looks and feels quite different than the previous section.

But at this point you no longer have a dungeon crawl. You have a fuckin' JRPG. And, honestly, that's kind of the idea of JRPGs, in a way. Break up the dungeon crawl however possible. I'm not sure that's a conscious decision by many JRPG designers, but it's definitely the end result.

Another thing that helps is short-term goals, but only if they're all unique. If you keep getting upgraded versions of the same short-term goal - kill all enemies on floor 37, now kill all enemies on floor 38, now kill all enemies on floor 39 - it won't feel like you're making any progress. The player has to feel like, "Hooray, I beat that part of the game, it's behind me, let's move on to the next new thing the game has to offer." There's an immense satisfaction that comes from just feeling like you're making accomplishments and progress.
Gameplay. Story does nothing for me.
Smut of the female characters. Obviously. NicoB has this down pat.

More seriously: Games are more fun when they don't drag me down with dumb shit. Especially dungeon crawls. Is your dungeon filled with pits or dark tunnels that are there for the sole purpose of making me miserable and padding gameplay time? Are your cutscenes longer than a full-length Pixar movie? Do you like to set your walk and text speed really slow so that the 'player becomes immersed in the story and world'? Then you are doing it wrong and I hope you step on a rusty nail.
Lockez speaks words of wisdom once again, I second his thoughts.

Dungeon crawlers and Action or Action RPG games make a fine mix, but I think dungeon crawler RPGs usually don't. It's like you're saying "Let's take a game genre (RPG) that is already full of repetitive enemy encounters and labyrinth wandering and add even more of that by making it a dungeon crawler!"
Screw you Craze you got me addicted to Kingdom Rush, damn I love tower defense games... Anyway on topic I love the random loot in dungeon crawls, I dislike complex puzzles but thats just me I'm not good at solving puzzles unless its Resident Evil styled.
chana
(Socrates would certainly not contadict me!)
1584
I don't have a clue for commercial dungeon crawlers, but there was this one amateur rpg, could have been called Monster World, where, as an underworld monster you had to go from stage to stage, towards the surface, it was pretty fun, though that's all it was, mainly because the situation was original, the humour actually pretty funny, and the different realms, difficult but pretty well conceived. This said, after a while, I tired of it : lack of story is a hard act to succeed in in amateur rpgs.
Another good dungeon diver was Summon Night: Swordcraft Story. A good story kept me going back to the dungeon to delve deeper. Etrian Odyssey and Swordcraft Story also reminded me of an important feature for dungeon crawlers:

The ability to jump between floors like from floor 1 to floor 5, etc. Both games employed this and thank god they did or else I'd have never gone further than floor 2 or 3.

If a dungeon crawler doesn't have this mechanic in some form or fashion (either a jump point or a Holy-Crap-Get-Me-Out-Of-Here Item) then the game becomes less enjoyable and more of a test of keeping from slamming things into the wall when you die because you couldn't make it another 20 paces to the exit after traversing 8 floors.
Max McGee
with sorrow down past the fence
9159
Restricting myself to tabletop gaming, and then further to GMing, what I like best about dungeon crawls is designing and then awarding treasure (and secondarily the challenges guarding it).

In video games, and as a player of video games? Not sure how to categorize what I like, but Dark Souls/Demon Souls is doing everything right. I think I like the sense of VASTNESS and of UNFOLDING MYSTERY. I'm really big on exploration. But I like Edifice because I like seeing my characters grow so, yeah...it's complicated.

I don't have a clue for commercial dungeon crawlers, but there was this one amateur rpg, could have been called Monster World, where, as an underworld monster you had to go from stage to stage, towards the surface, it was pretty fun, though that's all it was, mainly because the situation was original, the humour actually pretty funny, and the different realms, difficult but pretty well conceived. This said, after a while, I tired of it : lack of story is a hard act to succeed in in amateur rpgs.

Is that GRS's game you're describing?
slash
APATHY IS FOR COWARDS
4158
author=Max McGee
Restricting myself to tabletop gaming, and then further to GMing, what I like best about dungeon crawls is designing and then awarding treasure (and secondarily the challenges guarding it).

I've just realized an odd phenomenon about RPGs related to this. In non-RPG games, the player faces challenges and the reward is that they can continue to play the game. A simple example is Mario, where you beat a level so that you can get to the next level and beat that one too. It's completely recursive. Yea, there is the end goal of beating the game and saving the princess, but for the most part, you're there to play more levels - and if the gameplay is fun, well then this makes complete sense.

In an RPG, there's two reward paths going on simultaneously. Like above, when you beat a boss and emerge from a dungeon, you are rewarded with the ability to continue the game, but you're also rewarded with tangible personal rewards, like XP, money, and equipment. Often this is tied in with the first reward, as you wouldn't be strong enough to continue without it, but it also allows for constantly changing player states, and *possibly* more solid, material proof of progress.

This is getting really theoretical and I'll shut up now, but I think this is part of why Zelda games are so great. Not only are you rewarded with story and more areas to explore, but you're also rewarded with more strength, capabilities, and a clear and obvious sense of achievement that you can see any time you open up your inventory.

To tie this into the topic, if you're making dungeon-crawl-esque game, and there's a lessened importance on story or continuance, you should highly emphasize the player's growth and progress in another way, be it tangible rewards or something unique.
chana
(Socrates would certainly not contadict me!)
1584
@Max : right.
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