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Dungeons getting too simple
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Rya.Reisender
Snippy




Joined: 18 Jan 2008
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PostPosted: Sat Jul 26, 2008 5:44 am    Post subject: Reply with quote

You could at least answer the questions, though.

I bet there's a certain rule to it. Like in "Paper Scissor Rock" you can also learn to determine what the other player will take to a high percentage.
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TwinHamster
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Joined: 07 Mar 2004
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PostPosted: Sat Jul 26, 2008 5:58 am    Post subject: Reply with quote

Like Newbie mentioned, I would think that it highly depends on the goal and type of the player.

If it's the casual dungeoneer, he'll try to be taking the straightforward paths, ignoring turns.

If it's the experienced dungeoneer, he'll be taking every turn, because he knows that straightforward paths always lead to dead ends.

If it's the treasure-hunting dungeoneer, he'll just end up exploring the whole dungeon.


Personally, I attribute LEFT and PATH to treasure while I attribute RIGHT and STAIRS to dungeon progression.
This might be due to my thinking that most dungeons are created from left to right.

I tend to take, what I believe to be, the treasure path before taking the exit path because I always fear that the treasure path might be closed off if I take the exit path while the exit path will always be there if I take the treasure path.

Also, if you can't figure out a player's dungeoning mindset, set one up for him.


Last edited by TwinHamster on Sat Jul 26, 2008 6:27 am; edited 2 times in total
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Rya.Reisender
Snippy




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PostPosted: Sat Jul 26, 2008 6:09 am    Post subject: Reply with quote

I also always try to find all treasures before exiting the dungeon.
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"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary)
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Newbie_Power




Joined: 04 Sep 2006
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PostPosted: Sat Jul 26, 2008 6:14 am    Post subject: Reply with quote

Quote:
Also, if you can't figure out a player's dungeoning mindset, set one up for him.
This. Create new situations, as well as mix up the dungeon philosophy for each new dungeon, in order to try and make any player pause and think regardless of their dungeon exploring mindset.

If you simply attempt to make all of your dungeons trick the player the same way, they will learn to adapt and find their expectations met.
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Rya.Reisender
Snippy




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PostPosted: Sat Jul 26, 2008 1:56 pm    Post subject: Reply with quote

Yeah but it's still tricky, if you just alternate the player will notice that too.
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LeRoy_Leo
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PostPosted: Sat Jul 26, 2008 6:35 pm    Post subject: Reply with quote

TwinHamster wrote:

I tend to take, what I believe to be, the treasure path before taking the exit path because I always fear that the treasure path might be closed off if I take the exit path while the exit path will always be there if I take the treasure path.


Don't you just love it when the dungeon designer makes the player decide between the treasure or the next path? Of course, there's always an alternate way to progress through the game afterwards. It's not just "Game Over".
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Newbie_Power




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PostPosted: Sat Jul 26, 2008 7:23 pm    Post subject: Reply with quote

Rya.Reisender wrote:
Yeah but it's still tricky, if you just alternate the player will notice that too.
I never suggested to simply alternate and nothing more, so this concern is moot.
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