I CAN DELVE FOR MILES: WHAT DRAWS YOU TO DUNGEON CRAWLS?
Posts
I have a simple honest answer to that: character evolution. I like customizing characters and have them get more powerful. Battles are often secondary, in the sense that they're only ways to get my characters stronger and to use their recent acquired strenghts.
I'm usually a fan of (not drawn out to the nth degree) exploration, so as long as there's treasures (rewards!) and not too many monsters (punishments =( ) I'm happy to play a dungeon crawler. That said, I mostly play games with a good story or at least driving characters.
I'd say my favourite dungeon crawl would be the Ancient Cave in Lufia II. I always enjoyed rushing through the first ten levels, grabbing all the loot and trying to find blue chests (gimmick!) until I got providence. Trying to get to floor 100 of a randomly generated dungeon was always a good distraction from the main quest and the fact that you could open up a New Game++ of the Cave (more gimmicks!) was always fun.
Creating a Dungeon Crawl can be harder than you think. You need to look in to balance a lot, especially if your gimmick is a part of the battle mechanics. That's why I took the easy (easier) route in Dungeon Crawl of having no battles. Though I suppose you could say the game itself is a battle to the end (technically a race, though) or that the character interactions are kinda battles.
I really should finish this game one of these days.
I'd say my favourite dungeon crawl would be the Ancient Cave in Lufia II. I always enjoyed rushing through the first ten levels, grabbing all the loot and trying to find blue chests (gimmick!) until I got providence. Trying to get to floor 100 of a randomly generated dungeon was always a good distraction from the main quest and the fact that you could open up a New Game++ of the Cave (more gimmicks!) was always fun.
Creating a Dungeon Crawl can be harder than you think. You need to look in to balance a lot, especially if your gimmick is a part of the battle mechanics. That's why I took the easy (easier) route in Dungeon Crawl of having no battles. Though I suppose you could say the game itself is a battle to the end (technically a race, though) or that the character interactions are kinda battles.
I really should finish this game one of these days.
author=slashphoenix
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.
I second that. I only find dungeon crawls fun as long as my characters are getting some noticeable improvements.
Getting an upgrade from 6 to 10 attack is very noticeable, however, an upgrade from 60 to 64 is not. So, at the beginning of the game, letting an iron weapon be the same as a bronze weapon, only it's a few points stronger, will work. Later in the game however, I'd prefer if you're more clever.
There is a rougelike game that I'm really into called Dungeons of Dredmor. In addition to the fact that skill sets act as "the" method of leveling up since they grant stat boosts based on the skill you choose, I pretty much like the amount of room for potential error you can make on account of the skill system, like picking 7 out 8 of the magic schools and playing on Going Rogue difficulty with permadeath turned on.
^Yes and no. It has real graphics not ascii graphics (thank god) and other modern enhancements like point-and-click interfaces, but gameplay is derived from Rogue. For only $5 on Steam it's worth checking out. You will get some good laughs if nothing else (it's full of humor).
calunio
I have a simple honest answer to that: character evolution. I like customizing characters and have them get more powerful. Battles are often secondary, in the sense that they're only ways to get my characters stronger and to use their recent acquired strenghts.
This is something that I've noticed in a lot of people and it always interests me - it seems that a fair number of rpg players like the progression, but not necessarily the actual gameplay. That or they just don't care about gameplay and somehow condone an hour or more of grinding.
author=flowerthief
^Yes and no. It has real graphics not ascii graphics (thank god) and other modern enhancements like point-and-click interfaces, but gameplay is derived from Rogue. For only $5 on Steam it's worth checking out. You will get some good laughs if nothing else (it's full of humor).
I was...making fun...of the typo.
I share that opinion too. Character progression is what I enjoy most out of dungeon crawlers. It's fun to gain a level and put a point into a skill tree, or find a Sword of +1337 Win. However, progression alone won't make the game fun. Level design is important, there needs to be not just visual variety but changes in how you get to point A to B, such as simple puzzles to open doors, portals, ect. I'm a huge fan of random events in dungeons too, like rare monsters or rare merchants.
author=Max McGee
I was...making fun...of the typo.
Then I can't help you. Rouge is too obscure a game even for me to have played. However...I have heard that if you got to the 100th level, a certain item of cosmetics, that at first glance looks like the "pink potion" you have seen a million times already, will start to attack you.
I hated dungeon crawls, I really did. Until EO series comes along.
Sure, the game was slow as snail (EOI), Unbalanced (EOII, and EOIII to a degree) but most importantly, it was cruel and unforgiving.
That's right, it is precisely because the difficulty curve is almost impossible (unless you know what you are doing) that I am hooked into the series. The first time I fought the 1st boss, I got wiped out in 3 turns. At recommended level no less.
The 2nd time I gave it a shot, I wiped the boss 3 levels below the recommended level. Feels amazing man (until I got wiped out in the 2nd stratum from normal enemies). From that moment, I plow through the rest of the series and didn't regret it (much that is).
Point is, I think that if the game is hard, but doable; that makes it endearing. I'll admit though, at the end game, balance is always fucked up. Either they present you with a cheap boss (bind all, Instant kill spell (you need antis, and you are binded) hooray) or that some combination is just unparalleled while some are just... whattheheckdidtheydowiththisclass (See EOI's Landsknecth Vs the EOII version's)
In short, the most fun part of the game is the beginning to the middle. After than it goes "Downhill" (powerlevelling etc). of course, it's still a fun slide.
I suspect this series is turning me into a masochist. Nowadays I start games in HARD (instead of normal) and deliberately choose unforgiving (What? impossible? Let's do this) games like Demon's Soul (which I just started and is pretty damn fun actually). From an LP I read once, Wizardly Alternate(the one for PS2) looks pretty fun as well (and with a good story to boot too!).
Also this. It's a... strange urge, but when you give me games with these selling points "Create Original Character, Learn all skills, Become godlike" (like Disgaea, Oblivion, etc) I'd probably pick it up even if I don't really give too much damn about the story. I still pick up Dynasty Warrior Empires (which is... kind of pointless hack and slash) to reach the top and beat everyone else, conquer china, look back at how much time I have wasted, realize the repetition, cry inside, and stow it away for another time.
Of course, if the game have a good gameplay AND story, that's fucking awesome.
In defense of EO - like games, or Wizardry, I am pretty sure the player should "make up" their own story as they go on. I for one enjoy this method of storytelling, so there's that.
Lastly, I'd say graphics matter for me (there is a bare minimum of standard for me) but it's a plus, not a necessity.
EDIT
And Speed, battle speed. let's just say I amp EOIII's battle speed to the max, and no "normal" encounter last more than 3 turns or about 30 seconds (give or take). Set it once, never turn it down.
Sure, the game was slow as snail (EOI), Unbalanced (EOII, and EOIII to a degree) but most importantly, it was cruel and unforgiving.
That's right, it is precisely because the difficulty curve is almost impossible (unless you know what you are doing) that I am hooked into the series. The first time I fought the 1st boss, I got wiped out in 3 turns. At recommended level no less.
The 2nd time I gave it a shot, I wiped the boss 3 levels below the recommended level. Feels amazing man (until I got wiped out in the 2nd stratum from normal enemies). From that moment, I plow through the rest of the series and didn't regret it (much that is).
Point is, I think that if the game is hard, but doable; that makes it endearing. I'll admit though, at the end game, balance is always fucked up. Either they present you with a cheap boss (bind all, Instant kill spell (you need antis, and you are binded) hooray) or that some combination is just unparalleled while some are just... whattheheckdidtheydowiththisclass (See EOI's Landsknecth Vs the EOII version's)
In short, the most fun part of the game is the beginning to the middle. After than it goes "Downhill" (powerlevelling etc). of course, it's still a fun slide.
I suspect this series is turning me into a masochist. Nowadays I start games in HARD (instead of normal) and deliberately choose unforgiving (What? impossible? Let's do this) games like Demon's Soul (which I just started and is pretty damn fun actually). From an LP I read once, Wizardly Alternate(the one for PS2) looks pretty fun as well (and with a good story to boot too!).
author=calunio
I have a simple honest answer to that: character evolution. I like customizing characters and have them get more powerful. Battles are often secondary, in the sense that they're only ways to get my characters stronger and to use their recent acquired strenghts.
Also this. It's a... strange urge, but when you give me games with these selling points "Create Original Character, Learn all skills, Become godlike" (like Disgaea, Oblivion, etc) I'd probably pick it up even if I don't really give too much damn about the story. I still pick up Dynasty Warrior Empires (which is... kind of pointless hack and slash) to reach the top and beat everyone else, conquer china, look back at how much time I have wasted, realize the repetition, cry inside, and stow it away for another time.
Of course, if the game have a good gameplay AND story, that's fucking awesome.
In defense of EO - like games, or Wizardry, I am pretty sure the player should "make up" their own story as they go on. I for one enjoy this method of storytelling, so there's that.
Lastly, I'd say graphics matter for me (there is a bare minimum of standard for me) but it's a plus, not a necessity.
EDIT
And Speed, battle speed. let's just say I amp EOIII's battle speed to the max, and no "normal" encounter last more than 3 turns or about 30 seconds (give or take). Set it once, never turn it down.
Also this. It's a... strange urge, but when you give me games with these selling points "Create Original Character, Learn all skills, Become godlike" (like Disgaea, Oblivion, etc) I'd probably pick it up even if I don't really give too much damn about the story. I still pick up Dynasty Warrior Empires (which is... kind of pointless hack and slash) to reach the top and beat everyone else, conquer china, look back at how much time I have wasted, realize the repetition, cry inside, and stow it away for another time.
I am the same way, and that's probably why SEVERAL of my games have those selling points.
(I'm definitely not a dynasty warriors fan, but that's neither here nor there.)
Urgh, character progression is the lowest common denominator of incentives.
I mean sure, it has its place.. But that place isn't "driving force of game".
I mean sure, it has its place.. But that place isn't "driving force of game".
author=NewBlack
Urgh, character progression is the lowest common denominator of incentives.
I mean sure, it has its place.. But that place isn't "driving force of game".
It's a major factor in a ton of games though. D&D obviously, but even The Legend of Zelda is hugely about character progression - getting extra Heart Pieces, bottles, the best sword, items from dungeons. It's not outright spelled out for you in XP and Gil but from the start of the game to the end you have a completely different character.
I like seeing my character improve! Mostly because I like the new game mechanics and power-ups. In World of Warcraft, every 10 levels or so you would hit a milestone in your talent tree and you could learn a special ability meant for that tree. They always had some of the coolest abilities and I would work my ass off to earn 'em and afterward, damn did they feel good.
author=NewBlack
Urgh, character progression is the lowest common denominator of incentives.
I completely disagree. If my character doesn't progress or I don't get any new toys to play with, my interest in the game declines rapidly. It might be my short American attention span, but seriously. Like TD games where I build towers and quickly realize, these towers don't upgrade, I stop playing and never touch them again.
Although, I want a pretty good pace of progression. I don't want so many new things that I am too overwhelmed to really experiment with everything, but I also don't want to grind 5 hours to level up. I think the third Ratchet and Clank game had nice leveling up for the guns. Then the games that came before and after are good examples of too slow and too fast, respectively.
Up to a certain point, it seems like I drank the Kool-Aid and played games for the story cutscenes. I designed strategies to remove as much grinding as possible. In FF7 I would grind, but only enough to get my limit meters near full before a boss. My strategy, for pretty much every boss in the game, was to drop three limit breaks on them in the first round or two, and mop up with Bahamut Zero or Knights of the Round (or whatever my burliest summon at the time happened to be). I was so under leveled on my first trip through, that by the final dungeon I had to run from a lot of stuff, which made it difficult to get my limits up. I only beat the game because of Knights of the Round and a well timed limit break from Cloud, while the rest of his team was confused/turned into frogs by Super Nova.
Since avoiding grind was my main approach, an actual dungeon crawler would probably have given me a stroke at the time.
Morrowind was the first game that really sucked me down the rabbit hole. I had to play it at night, because I had these ridiculous 16 hour shifts where I worked, and more than a few times I played through the whole night and ended up going back to work the next day without sleeping. The main story was there, but it almost didn't feel required at all. I was always looking for new gear in dungeons and barrows, working to level up my skills, and capturing Golden Saints in soul stones to fuel my enchantments. By the end of the game, my character was pretty much God. One amulet with a constant 2-3 point dis-spell enchantment yanked the teeth out of everyone from Ascended Sleepers to Vivec.
Once I started playing more home brew rpgs, I got more and more into grinding for skills. No offense intended, but, story isn't usually the big selling point in indie rpgs. They're usually all about features and mechanics. I've had more fun playing some RMN games than I have with certain commercial ones.
I came to the Shin Megami Tensei universe pretty late, but for me it was just the right time. I don't think I would have been as interested in the games (I know I wouldn't, since I remember reading a pre-view for Nocturne and going 'eh, whatever' several years ago) if I hadn't undergone that mental re-adjustment.
Now, to properly answer the question of what draws me in: I like finding new gear, leveling my team up and mixing skills so that they can handle a wide variety of opponents, I like graphics that are at least serviceable, and I like a steep challenge, so long as I'm able to chop it back down some through diligent training. My brief (all too brief thanks to ps2 failure) experience with Persona 3 has added in a desire for something to do outside of the dungeon, every now and then, especially if it helps me to increase my strength and the efficacy of my skills.
Since avoiding grind was my main approach, an actual dungeon crawler would probably have given me a stroke at the time.
Morrowind was the first game that really sucked me down the rabbit hole. I had to play it at night, because I had these ridiculous 16 hour shifts where I worked, and more than a few times I played through the whole night and ended up going back to work the next day without sleeping. The main story was there, but it almost didn't feel required at all. I was always looking for new gear in dungeons and barrows, working to level up my skills, and capturing Golden Saints in soul stones to fuel my enchantments. By the end of the game, my character was pretty much God. One amulet with a constant 2-3 point dis-spell enchantment yanked the teeth out of everyone from Ascended Sleepers to Vivec.
Once I started playing more home brew rpgs, I got more and more into grinding for skills. No offense intended, but, story isn't usually the big selling point in indie rpgs. They're usually all about features and mechanics. I've had more fun playing some RMN games than I have with certain commercial ones.
I came to the Shin Megami Tensei universe pretty late, but for me it was just the right time. I don't think I would have been as interested in the games (I know I wouldn't, since I remember reading a pre-view for Nocturne and going 'eh, whatever' several years ago) if I hadn't undergone that mental re-adjustment.
Now, to properly answer the question of what draws me in: I like finding new gear, leveling my team up and mixing skills so that they can handle a wide variety of opponents, I like graphics that are at least serviceable, and I like a steep challenge, so long as I'm able to chop it back down some through diligent training. My brief (all too brief thanks to ps2 failure) experience with Persona 3 has added in a desire for something to do outside of the dungeon, every now and then, especially if it helps me to increase my strength and the efficacy of my skills.
author=NewBlack
Urgh, character progression is the lowest common denominator of incentives.
I mean sure, it has its place.. But that place isn't "driving force of game".
I play dungeon crawlers to see my team turn into godlike counterparts. Or in ff7 as weapon killers. 'v');
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
author=NewBlack
Urgh, character progression is the lowest common denominator of incentives.
I mean sure, it has its place.. But that place isn't "driving force of game".
I know a guy who does not care about anything in games except making his characters stronger. The only reason to watch plot events is because you have to get past them to get to the next content where you can get stronger. The only reason to beat bosses is because they give rewards. Everything else in a game is a means to an end; becoming as strong as possible is that end.
I tried to make a topic about this once and the consensus among the few people who responded was basically that almost no one thinks that way. To most people, you get stronger so you can overcome challenges, not the other way around.
Some reasons I can think on top of my head (why I tend to ignore story(1&2)):
1. Gameplay Based game
That is to say the story is put to minimal and depends on player's own interpretation. Setting and plot is given, but interaction and events are less engaging. (SaGa series to a degree). Basically a design strategy to satisfy the thirst of making a super-character. Naturally the story is slightly punished for this most of the time. Not terrible but nothing much to say
2. Great gameplay Terrible/weak story
let's face it, sometimes (or most games anyway) the story is just horrendous (or so cliche you literally know how it's gonna turn out 80% of the time) but it's good on the gameplay aspect and everything else. A letdown, sure but whatever, skip cutscenes, fight battles. I am good.
(In short, you salvage what you can. Not to say simple story is terrible though; sometimes I prefer game that is light on thinking for a change/break.)
3. Great story, challenging gameplay
Like the 1st one but more well done. Logically should satisfy the audience (power levelling audience that is). Especially if it ties in with the character progression.
I suppose it's like saying if the 1st point (see above)'s story is mostly *handwave*, the 3rd point elaborate it further (at least, consistency) while the 2nd one just.... take it beyond the extreme (to the point you'd say "Ridiculous" and block it from your memory).
A dungeon crawl should be fine with 1st (hey, it's mostly the gameplay and challenge these people are looking for), and especially nice with the 3rd. I dunno, after reading LP of wizardry Alternate (a plug in? how dare you s_w!?) I am actually surprised to find the story is really good. I wasn't expecting much at first (lol dungeon crawls) but it turns out to be awesome.
And personally, for this whole idea to work, I'd want to be able to make a custom character. At least that way I can feel involved in the story in some way (even if it is just making a small impact; but not like in white knight chronicles style - that's just an excuse for online content (from what I heard anyway). In short, terrible).
When playing as a named character, I dunno... some of the magic is lost. But maybe that's just me. Sadly that also means I like silent protagonist (but with diverse/funny dialogue choices like Fallout1/2/Arcanum).
1. Gameplay Based game
That is to say the story is put to minimal and depends on player's own interpretation. Setting and plot is given, but interaction and events are less engaging. (SaGa series to a degree). Basically a design strategy to satisfy the thirst of making a super-character. Naturally the story is slightly punished for this most of the time. Not terrible but nothing much to say
2. Great gameplay Terrible/weak story
let's face it, sometimes (or most games anyway) the story is just horrendous (or so cliche you literally know how it's gonna turn out 80% of the time) but it's good on the gameplay aspect and everything else. A letdown, sure but whatever, skip cutscenes, fight battles. I am good.
(In short, you salvage what you can. Not to say simple story is terrible though; sometimes I prefer game that is light on thinking for a change/break.)
3. Great story, challenging gameplay
Like the 1st one but more well done. Logically should satisfy the audience (power levelling audience that is). Especially if it ties in with the character progression.
I suppose it's like saying if the 1st point (see above)'s story is mostly *handwave*, the 3rd point elaborate it further (at least, consistency) while the 2nd one just.... take it beyond the extreme (to the point you'd say "Ridiculous" and block it from your memory).
A dungeon crawl should be fine with 1st (hey, it's mostly the gameplay and challenge these people are looking for), and especially nice with the 3rd. I dunno, after reading LP of wizardry Alternate (a plug in? how dare you s_w!?) I am actually surprised to find the story is really good. I wasn't expecting much at first (lol dungeon crawls) but it turns out to be awesome.
And personally, for this whole idea to work, I'd want to be able to make a custom character. At least that way I can feel involved in the story in some way (even if it is just making a small impact; but not like in white knight chronicles style - that's just an excuse for online content (from what I heard anyway). In short, terrible).
When playing as a named character, I dunno... some of the magic is lost. But maybe that's just me. Sadly that also means I like silent protagonist (but with diverse/funny dialogue choices like Fallout1/2/Arcanum).






















