Double Agent
Keeper dungeons - May 3, 2001 - Chris Jones

Disclaimer: The opinions expressed within this column are those of the participants and the moderator, and do not necessarily reflect those of the GIA. There is coarse language and potentially offensive material afoot. Why do mayo and barbecue sauce taste so damn good when mixed together? Don't say we didn't warn you.

If I had a million dollars, I'd buy an intro.

Onward.

Critical path
When I was bored in class in elementary school, one of the many things I'd do to keep myself entertained was draw mazes. These mazes can be described simply "the path goes forward for awhile, then branches. The two new paths either repeat this or end in a dead end."

Most RPG dungeons may as well have been designed me in said classes, the only difference being that a) dead ends often have treasure chests, and b) random encounters interrupt you every five seconds. I hate that style of dungeon design.

As Mr. Cruz said, however, Square thankfully solved this problem ages ago. On of the key aspects of this is the placement of treasure chests: unlike conventional mazes, in bad dungeon design, the player wants to hit all the dead ends in order to pick up all the dungeon's treaure. This leads to frustration when the player realizes that s/he has to back track because at some fork three rooms back, they went towards the exit unstead of towards a dead end which might contain treasure. Instead, Square tends to place treasure chests on the proper route and forgo dead ends completely. The clitcher is, to get the chest, the player is usually made to interact with the environment in some way. This isn't always handled as well as it could be, but it's a hell of a lot more immersive and entertaining than wandering though some poorly designed maze that could easly have been lifted from the math notebook scribblings of the designer's school aged kid.

-Davon

I like Square's dungeons, especially after having played RPGs for some years. Lunar 2 was a good game, but actually having dungeons that demanded exploration started to get irritating after a while - the combat system was good, but wasn't good enough to make me stop wanting to get through to the next plot point without a lot of distraction.

Problem is, a lot of people would argue such linear dungeons are yet another way Sqaure's turning games into movies, and they'd be right. What does it say about your dungeons, and the core of your gameplay, that you're trying to minimize it as much as possible? Of course, Square's simply admitting what nearly all RPG designers probably should - ad nauseum hack and slash just doesn't cut it anymore. Still, once upon a time getting to the deepest chambers of the furthest dungeons really meant something - I wouldn't mind seeing those days return.

It's not the dungeons, it's what's in them
As a semi-regular reader, so far I've been able to resist the temptation to write in. However, I have some strong views on the topic of dungeon design, and they're different enough from most of what you're likely to hear that I must break my silence.

I love the old NES game Wizardry. For those who haven't played it, the game consists of one gigantic dungeon and practically nothing else. The story is almost nonexistent (There's a maze full of monsters and treasure. Heroes kill said monsters and take said treasure. Hopefully they eventually kill the evil wizard at the bottom). The graphics are poor, even by NES standards, and you never even get to see what your characters look like. Here's the interesting part: you have no control over the save function, the game constantly saves automatically. Yes, when your characters die, it's serious. Out of a pool of 20 characters, you can take six into the dungeon at a time. If the party is wiped out, you must form a rescue party from the remaining characters, go to the spot where they died, and bring the bodies back to the temple for resurrection. Yes, it's frustrating, and if a couple rescue parties go down, you have to delete some of your veterans and start advancing new characters to the point where they have a hope of recovering the bodies. But, it makes combat satisfying and meaningful; you'd be amazed how much more interesting a random battle is when there's something at stake.

My point is, dungeons should be hostile, dangerous places. In-dungeon recovery should be more difficult to come by, so that resource management matters more, and savepoints should be much sparser, or even nonexistent. To those who say this would make games too frustrating and time consuming, I say think back to FF1. Saving was impossible in dungeons, as was replenishing magic (though not HP), but the dungeons were still fun, and they weren't ridiculously difficult. In many modern games, savepoints placed every few screens, and almost unfailingly right before the bosses, combine with cheap and plentiful recovery items to make dungeons pointless. Random encounters aren't so boring if they actually pose some threat, or at least if they can wear down the party before the boss battle.

-Sirius's Bastard

I dunno - FF1 and the NES Dragon Warriors are often pointed to as an example of combat that was really tough, but I never saw it as such - it was pure number crunching, for the most part. In FF1 your ability to go through dungeons depended entirely on how many potions you bought with you and how high your level was - the more you had, the better your chances were. There were a few tricks you could do to increase your chances of survival at lower levels (like killing all but one weak enemy and using the heal helmet as an item over and over) but on average it was pure statistical averaging.

When I first started playing RPGs, it was easy enough to get sucked in to the game and ignore the raw numerical aspect of the game, and mediocre as the dungeon designs now seem, at the time they were a big factor in my suspension of disbelief. But those days are long gone, and if combat is merely difficult from a purely numeric standpoint (as opposed to something with actual strategy) then better dungeon designs are basically just window dressing.

Gimmickry
We all know that the best dungeons have leather clad women in them. Err... never mind.

Anyhow, I don't think I'm the only person who tires of two-hour slog-a-thons. I think half an hour in a dungeon is enough (not including combat.)

Another thing designers need to get back to are "gimmick dungeons" (the much-reviled SaGa Frontier had a lot of these, and it was the best part of the game.) The lazer puzzle from luminous, the big/small puzzle from the Time Entity's palace. Those were cool. Melkava from Xenogears was also rather cool, at least the dial-turning puzzle was. Lufia 2 had some of the best dungeons ever. I really enjoy these added brain-strains. However, the designers need to make sure they don't bog down puzzles with combat every three steps.

The last thing they need to work on is more "damn, thats cool" dungeons. I remember looking at the parralax effect in the water caves in FF2, seeing the river at the bottom of the crevase, and just being stunned by how cool such a simple effect looks.

(Also, why is it seemingly impossible for the pop theme song of RPGs to not suck? The intro theme to Zone of the Enders is far more beautiful than any since Xenogears' Star of Tears.)

Aaron Gover (aka VincentValintine)
http://members.fortunecity.com/everythinggoodistaken/

The problem with a gimmick dungeon is that it eventually becomes nothing more than just the gimmick - but that's cool, when it's well exploited. Zelda's traditionally been a great example of this, because one basic effect or puzzle type gets examined and reexamined from every possible angle in a single dungeon. Even if the only difference in the actual dungeon is just the color of the walls, it feels completely different because you're looking at it differently.

And I know exactly what you're talking about in FF2 - amazing how such a simple trick could bring such perceived depth to a game.

Enix is right, we're wrong

Ah, the Punic Wars! I remember them well:
Littora littoribus contraria, fluctibus vndas
Imprecor: arma armis: pugnent ipsique nepotes

I hope you enjoyed them as much as I, Chris.

Dragon Warrior VII's text count is 17,000+, according to the "Info" section Enix's DW7 Web Site.

Cato
Carthago delenda est.

No habla espanol, senor. (Yeah, I know that was Latin, it was a joke, ok? It's not my fault if it wasn't a very good joke... or maybe it is, I dunno.)

Anyway, thanks for the correction - we should probably fix that in our story. Either that, or tell Enix they have an obvious typo on their page.

We're screwed!
Doesn't a nice amount of your news and screenshots come from such places as Daily Radar and IGN? Not all of it does, of course, but I've seen quite a bit credited to other people. Certainly, you could probably still get the info, but for a lot more trouble. I don't think the question is whether we could survive more than whether a site such as the GIA could survive, at least without some noticed change in content quantity and quality.

Not really. You've got to keep in mind that gaming news isn't really "news" in the standard sense - there are no eyewitnesses to interview, no firsthand accounts to deliver, no old documents to search though for smoking guns. Nearly all gaming news comes through PR people, who only release what they want when they want to. The difference between a site like IGN and most everybody else on the web is that PR people would rather deal with established organizations who'll hit a large number of readers, and that they can develop long relationships with. Easier to send your press release to two or three well-known editors than to a hundred individual fansites that may not exist in another month.

But if the big gaming news sites went down tomorrow, we'd still do ok - a good chunk of our news is gotten off of the developer's own websites, and as time goes by our monthy readership goes up, and we look more and more professional. We've already got a quite respectable contact list thanks to the tireless efforts of our news crew, and PR people can certainly see the advantage of dealing with us if the alternative is to go back to having only monthly print magazines as an outlet.

Who DARES mock Super Mario Bros.!?
Yeah, you guys rock. The GIA is my number one source for gaming info, and it makes me a big hit at the parties I go to in my head.

Anyhoo, dungeons: The fact is, most of the time I don't normally notice a lot of the background designs unless there's something that jumps out at me (color scheme and design, or some nifty waterfall graphics or moving palm trees, like in FFIX and CC). That yellow-on-blue color thing in VS where you fight the giant crab, coupled with that Danny Elfman-like music, really creeped me out. The blood-colored rusty metal gratings and jagged broken rocks of Silent Hill really made you feel the desperation and fear of the game. And, yes, Midgar really was an important part of FFVII. It was a symbol of modern life: the little guy getting beaten down by the big guy, the poor being out-ranked by the rich, power and money being the driving force in people's lives, even the way we treat the environment like it's just a fad that's past it's prime...

Actually, it sounds like I've noticed them quite well. Yeah, I have to admit that backgrounds really do make the game. After all, would any of the FFs be what they are today if they all took place in generic white rooms? Would Chrono Cross really have been all that great if not for it's incredible use of color and music? Would Resident Evil have been as creepy if not for it's haunting surroundings and darkened passages?

So, if you think backgrounds don't make much of a difference, just look at Super Mario Bros., and ask yourself if you'd by the next MGS if they looked like that.

-Banjax, in the background

You've got to keep in mind that this stuff is all relative - sure, all SMB did was some palette swapping, but at the time it seemed incredibly cool that some backgrounds were "normal", some were at night, and some had white trees. By today's standards, it sucks, but it was incredibly evocative when you were 8 years old and the NES had just come out. Likewise, some of Vagrant Story's locales seem damn cool at the moment, but they'll probably seem damn primitive too, in two or three years. It's ironic that as much as games are constantly chasing after the latest and greatest technology, they're ultimately only as good as the faint imaginative touches they provide from time to time.

Dungeons without borders
Salutations Chris.

It seems Mr. Cruz has a problem with dungeon designs. I have a problem with the whole dungeon concept! Why? I'll tell you:

All interior designs for these ''dungeons'' can be traced back to either Zelda or Final Fantasy1(try it!) and can be classified in six categories: castle, cave, forest, technological, living and paranormal (like memoria). Plus you can add an element of your choice to add an exotic touch. (ie: A normal cave can become a volcano by adding a little lava! and so on.)

Can you think of one truly original setting that does not fall in the ''rat in the maze syndrome''? You know, go-in-fight-the-minor-monsters-get-the-key-fight-the-bigger-one-and- leave. Or that you could not solve by simply following the left wall? Ok, I can hear you saying: Quit bitching and toss some ideas.

...mmm...
How about ditching the walls?
Make the whole game outdoors!
And why not be the one the boss is looking for, rather than finding him/her/it waiting for you in some stuffy room. (You ever notice most bosses dont fit in the doors to thier chamber?)
Ah well, I guess that would be too experimental for us, anyways.

I'm going to stop ranting now. Good day.

Nick-V, Who did NOT mention WW2 or colombine!...

I'd add "city" to your six categories, but you're completely right otherwise. It's also true that the basic use of a dungeon as a place where random battles get fought and story items are acquired hasn't changed much, and maybe it's time for that to evolve. Any dungeon design, no matter how good, is doing to be mostly ignored when you go there once and never return, or return only to find one quick bonus item. A place is only a real place when things of real import keep happening there - the lone town in Panzer Dragoon Saga's a good example of that. Perhaps the best option is to get rid of the "dungeon" idea entirely - make towns battlefields, and make enemies' lairs places that you wind up settling in eventually. Central Admin Corridor West might end up being a more interesting place than the Red Dragon's Cave, if it's handled right.

Closing Comments:

No intro, no closing. I like symmetry.

Chris Jones, likes ketchup and mayo too

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