#Staying longer on dungeons

1 messages · Page 1 of 1 (latest)

neon hawk
#

I have thought that there could be bigger levels. This might seem pointless, but in this way a more storytelling game could be developed. Yes, if the game is to be kept more combat focused, then it would be better to add more unpredictable factors to keep the game interesting.
What I really want to say is that the game does not have a clear story and is even getting ignored by players.
So by adding more rooms, many decorations could be added, that reveal the corruption of the place. Like in sewers there could be long forgotten weapons (instead of the locked chamber with the weapons and armor).
Also there could be NPCs (not all of them with quests) that will deepen the bond the player has with the game. For example, a player instead of escorting a family to an exit, he decides to leave them be, and then the same player decides to leave a prisoner in his cell forever. The same player keeps all the gold of the dwarves for him and when he meets with some librarians at the dwarven metropolis he burns all their books. The same player is getting a choice not to fight the final boss(I forgot the name) but to be his apprentice.
So this is where it was going from the start. Why createalternative paths when there is the option to expand the levels?
And if this gets added, why not changing completely combat (STR, DEX)
Ah.. too far again

tender harbor
#

Also there could be NPCs

If you actually read the lore, you would have known, that there is almost no sentient beings in dungeon

#

Every journal ends with author giving up on first entry's objective because of shit that happens there

#

Also, decorations are planned! (the image is from 10 years retrospective blog)

#

Also also, in my opinion

#

Telltale choices do not really fit for 2h coffeebreak tradrogue

spiral wigeon
#

lol