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Random or progressive dungeons?


Paladox

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Let's say you're playing an RPG. You go in the dungeon. Would you rather the dungeon be:

A. Randomly picked from 10 different areas, and the other areas are accessible from the one that was picked. All areas have roughly the same difficulty.

B. Similar to option A, but always start from the first area. The other areas become progressively more difficult and all 10 areas function much like a Zelda dungeon.
 
Re: Random or progressive dungeons?

B
 
Re: Random or progressive dungeons?

I would say B.

Some might say A has more re-playability, but I think it's better than have a sense of structure and flow to it, rather than a sheer random order with a flat difficulty.

But then, I am not a fan of sandbox.

In another note, this probably belongs in the game design area of the blank page, really.
 
Re: Random or progressive dungeons?

Flat difficulty doesn't work too well, especially in RPG where the character progresses. So I'd say either B or A but with some kind of difficulty scaling mechanism.
 
Re: Random or progressive dungeons?

Thanks for the replies. I was leaning more towards B myself, and it will also make things easier. My game has veered far away from the original experiment's premise anyway.

I may lose a valuable replayability mechanic, but I believe there are many other areas where replay value can be bolstered.
 
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