A-Net/Regina: GW2 Dungeon Crawl Design
For A-NET/Regina:
Disclaimer -- This is me playing game designer for a day, but I don't have any illusions about the fact that I'm not a designer, so I don't have high expectations that this will be liked or agreed with in the community.
So, this is really more of a comment for A-Net regarding the 'feel' of dungeon crawls in GW2. I know that with GWEN, A-Net set out to embrace the good old dungeon crawl, and I have to say the dungeons are gorgeous. My comment is an expansion upon this, with what I feel would make it a more immersing experience.
I am thinking back nostalgically on Diablo 1. I remember that game as filling you with a sinking feeling as you descended through the various levels, getting deeper with each next step. I've been trying to recall the aspects that made it feel this way, and I think these are some of the factors: The game starts out in the early levels with very normal maps and environments. Even through the music and graphics convey a sense of unease, it is very familiar. An old church or farmstead for example. As you descend through the levels, the environments, graphics and music gradually shrink and increase in pace. The walls close in and corridors start to appear. The music hastens and the light dims. You can almost feel the air thickening. More and more fantastic creatures and effects appear, until you realize you've gone from a modest derelict cathedral, to open expanses of hellish lava, alters and such.
Perhaps each dungeon will have a broader palette and more range graphically and musically so that the entire dungeon does not have the same feel, making it more unpredictable. Having the descent become a journey in and of itself, with twists in the story, base camps where you can safely leave off and recharge/re-arrange, arcs and splits that you can choose would be great.
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