FAQ  •  Register  •  Login

Why Dungeons Suck

<<

Quartz

User avatar

Posts: 901

Joined: Thu Jun 17, 2010 12:14 am

Location: Texas

Post Sat Feb 09, 2013 12:25 pm

Why Dungeons Suck

Once you've played a dungeon once, you've played the map. That's it. There is no replay value, at all, ever. Especially if the dungeon has features that you can easily memorize (e.g. most dungeons).

Furthermore, the author of the level has to put in a metric crap ton of work ... for people to enjoy the level once. What could the author do instead? Make a normal map, putting in half or less of that work, for people to enjoy the level many, many times.

Seriously. I have no doubt that I will make another dungeon again at some point, but they tend to be very repetitive, boring, and a whole lot of time spent for very little satisfaction. There is a reason I made QuartzdaDuckgeon (AKA Mormon Cores) and Q-Emporer's Revenge player vs. player. The one player aspect of dungeons is just horribly boring.

Discuss.
Exploits of Quartz and bobdaduck - Pleiades Maps
19-year-old Quartz mad about lawn removal
raptor wrote:sometimes I think getting Quartz to use plugins is like getting my mom to use a computer
<<

bobdaduck

User avatar

Global Moderator

Posts: 790

Joined: Thu Mar 11, 2010 1:39 pm

Location: Utah

Post Sat Feb 09, 2013 2:18 pm

Re: Why Dungeons Suck

Image

This is my main problem.

The "no replay value" is more than true.

And also the part where everyone is cooperating is boring. If you REALLY want to play cooperatively... Then cooperate with your bloody team in the bloody team game.

Dungeons aren't hard. Novelty maps have their place... Say... Once a month? That'd be about right.
Little_Apple wrote:DnD: the REAL bitfighter levelgen documentation

Santiago ZAP wrote:bob doesn't make new maps, he makes new gamemodes
<<

Quartz

User avatar

Posts: 901

Joined: Thu Jun 17, 2010 12:14 am

Location: Texas

Post Sat Feb 09, 2013 2:58 pm

Re: Why Dungeons Suck

bobdaduck wrote:*meme*
This is my main problem.

Haha, glad you liked that. (:

bobdaduck wrote:And also the part where everyone is cooperating is boring. If you REALLY want to play cooperatively... Then cooperate with your bloody team in the bloody team game.

I really like the cooperative aspect of some dungeons. But as you say, cooperating with your bloody team in the bloody team game is usually even more satisfying when done properly. For instance, this is me in CTF:
Rush to get the flag. Head back to base. Switch module layout to either Sensor+Shield or Sensor+Repair. Hold down and/or repair the fort while I wait for my team to return the flag.
It works very well.

bobdaduck wrote:Dungeons aren't hard. Novelty maps have their place... Say... Once a month? That'd be about right.

Haha. If you're referring to the mapmaker's job, then I would agree to that "once a month" idea.
Exploits of Quartz and bobdaduck - Pleiades Maps
19-year-old Quartz mad about lawn removal
raptor wrote:sometimes I think getting Quartz to use plugins is like getting my mom to use a computer
<<

sky_lark

User avatar

Posts: 2053

Joined: Wed Mar 10, 2010 6:00 pm

Post Sat Feb 09, 2013 7:10 pm

Re: Why Dungeons Suck

No replay value? Maybe, if each segment of the dungeon can be beaten with mere memory. But there are a lot of dungeons that have skill-based challenges, and these dungeons have just as much replay value as a non-dungeon map.
Follow Bitfighter! FacebookTwitterDiscord
<<

bobdaduck

User avatar

Global Moderator

Posts: 790

Joined: Thu Mar 11, 2010 1:39 pm

Location: Utah

Post Sat Feb 09, 2013 7:14 pm

Re: Why Dungeons Suck

sky_lark wrote:No replay value? Maybe, if each segment of the dungeon can be beaten with mere memory. But there are a lot of dungeons that have skill-based challenges, and these dungeons have just as much replay value as a non-dungeon map.


Speed zone mazes

Have just as much replay value

Real?
Little_Apple wrote:DnD: the REAL bitfighter levelgen documentation

Santiago ZAP wrote:bob doesn't make new maps, he makes new gamemodes
<<

Quartz

User avatar

Posts: 901

Joined: Thu Jun 17, 2010 12:14 am

Location: Texas

Post Sat Feb 09, 2013 10:11 pm

Re: Why Dungeons Suck

Gonna have to agree to disagree there.

I do believe that replay value is worsened when a dungeon challenge is beaten easier from memory; but I also believe that the replay value of challenges is still lacking when it's a legitimate challenge.
Exploits of Quartz and bobdaduck - Pleiades Maps
19-year-old Quartz mad about lawn removal
raptor wrote:sometimes I think getting Quartz to use plugins is like getting my mom to use a computer
<<

Opti

User avatar

Posts: 234

Joined: Tue Sep 20, 2011 7:09 pm

Location: Footie's pantry

Post Sat Feb 09, 2013 10:50 pm

Re: Why Dungeons Suck

I don't think they are THAT bad. They are still not as good as just plain fighting though.
i got a rattlesnake gun.
<<

amgine

Posts: 1399

Joined: Thu Apr 19, 2012 2:57 pm

Post Sat Feb 09, 2013 11:05 pm

Re: Why Dungeons Suck

actully ive never had that problem it takes skill and also tryign to beat your bet solo time fora dungeon is fun. trying beating ACK A DINGEON wihout chaging the time limit for explae it is extremly hard.
Bitfighter Forever.
<<

Quartz

User avatar

Posts: 901

Joined: Thu Jun 17, 2010 12:14 am

Location: Texas

Post Sat Feb 09, 2013 11:11 pm

Re: Why Dungeons Suck

Opti wrote:I don't think they are THAT bad. They are still not as good as just plain fighting though.

This is my point exactly.
Exploits of Quartz and bobdaduck - Pleiades Maps
19-year-old Quartz mad about lawn removal
raptor wrote:sometimes I think getting Quartz to use plugins is like getting my mom to use a computer
<<

Lamp

User avatar

Posts: 426

Joined: Fri Jan 11, 2013 3:07 pm

Post Sun Feb 10, 2013 10:35 pm

Re: Why Dungeons Suck

?

I don't understand how you can find it not fun but I find dungeons as fun, even more fun, then when you first tried it.
Image
<<

kaen

User avatar

Posts: 209

Joined: Thu Jun 14, 2012 11:54 am

Post Mon Feb 11, 2013 7:52 am

Re: Why Dungeons Suck

Lamp you have just discovered what is called an opinion.

In general, an opinion is a belief about matters commonly considered to be subjective, i.e., it is based on that which is less than absolutely certain, and is the result of emotion or interpretation
bobdaduck wrote:Next, the moon!

└────────┘
⎈⎈⎈⎈
┌────────┐
<<

sky_lark

User avatar

Posts: 2053

Joined: Wed Mar 10, 2010 6:00 pm

Post Tue Feb 12, 2013 5:09 pm

Re: Why Dungeons Suck

bobdaduck wrote:
sky_lark wrote:No replay value? Maybe, if each segment of the dungeon can be beaten with mere memory. But there are a lot of dungeons that have skill-based challenges, and these dungeons have just as much replay value as a non-dungeon map.


Speed zone mazes

Have just as much replay value

Real?

I completely butchered my point. Let me try again.

Curly-Q. Every time I play that map, I have the same routine. I force my way into the enemy base via the teleporter, swoop in and take the flag, then race back to my base. That's it.

I acknowledge that non-dungeon maps have more variety than dungeon maps, because even in Curly-Q someone else might take the enemy flag first, or someone might attack me, or our base might be under attack, etc. And that's clearly not the case in most dungeon maps. But for me personally, I have a routine, and I tend to stick to it. After playing Curly-Q for the tenth time I get bored of it, just like I get bored after 10 rounds on a dungeon map.

I think my point was that just because I know what's coming up in a dungeon map, that doesn't necessarily mean it has worse replayability than a non-dungeon map. This is subjective to me, of course, because I am fond of dungeons and enjoy the social aspect of them. Sure, non-dungeon maps are probably more fun to play with a crowd of 8 people, but if the server changes to a dungeon I'm not going to get frustrated or anything.
Follow Bitfighter! FacebookTwitterDiscord
<<

Quartz

User avatar

Posts: 901

Joined: Thu Jun 17, 2010 12:14 am

Location: Texas

Post Tue Feb 12, 2013 6:49 pm

Re: Why Dungeons Suck

That is a good point sky_lark. Many maps that are considered decent are just as boring/lack replay value as a dungeon.
Exploits of Quartz and bobdaduck - Pleiades Maps
19-year-old Quartz mad about lawn removal
raptor wrote:sometimes I think getting Quartz to use plugins is like getting my mom to use a computer
<<

sky_lark

User avatar

Posts: 2053

Joined: Wed Mar 10, 2010 6:00 pm

Post Wed Feb 13, 2013 1:56 pm

Re: Why Dungeons Suck

Quartz wrote:The one player aspect of dungeons is just horribly boring.

I like dungeons for their co-op aspect. Maybe it's time to explore a new breed of co-op maps? Dungeons grew out of a desire to create something different with limited tools. We now have programmable bots and scripts and triggers... maybe it's time for something new? I think part of the appeal of dungeon maps is the co-op aspect.
Follow Bitfighter! FacebookTwitterDiscord
<<

bobdaduck

User avatar

Global Moderator

Posts: 790

Joined: Thu Mar 11, 2010 1:39 pm

Location: Utah

Post Wed Feb 13, 2013 2:03 pm

Re: Why Dungeons Suck

Co op maps... Hm.

I dunno if robots are flexible enough yet... I'll maybe work on this though.
Little_Apple wrote:DnD: the REAL bitfighter levelgen documentation

Santiago ZAP wrote:bob doesn't make new maps, he makes new gamemodes
<<

Lamp

User avatar

Posts: 426

Joined: Fri Jan 11, 2013 3:07 pm

Post Wed Feb 13, 2013 2:55 pm

Re: Why Dungeons Suck

What's ironic is that the two players who hate dungeons make the best dungeons! :P
Image
<<

bobdaduck

User avatar

Global Moderator

Posts: 790

Joined: Thu Mar 11, 2010 1:39 pm

Location: Utah

Post Wed Feb 13, 2013 2:59 pm

Re: Why Dungeons Suck

Lamp wrote:What's ironic is that the two players who hate dungeons make the best dungeons! :P


You can't make dungeons until you hate dungeons or your dungeon will suck.
Little_Apple wrote:DnD: the REAL bitfighter levelgen documentation

Santiago ZAP wrote:bob doesn't make new maps, he makes new gamemodes
<<

sky_lark

User avatar

Posts: 2053

Joined: Wed Mar 10, 2010 6:00 pm

Post Thu Feb 14, 2013 7:03 am

Re: Why Dungeons Suck

bobdaduck wrote:You can't make dungeons until you hate dungeons or your dungeon will suck.

This is a very good point. Why you guys are making dungeon maps, I don't know, but you two make great maps because you know what features are crap and to leave out and what features are good. :)
Follow Bitfighter! FacebookTwitterDiscord
<<

Quartz

User avatar

Posts: 901

Joined: Thu Jun 17, 2010 12:14 am

Location: Texas

Post Thu Feb 14, 2013 8:48 am

Re: Why Dungeons Suck

sky_lark wrote:
bobdaduck wrote:You can't make dungeons until you hate dungeons or your dungeon will suck.

This is a very good point. Why you guys are making dungeon maps, I don't know, but you two make great maps because you know what features are crap and to leave out and what features are good. :)
sky_lark has my permission to be my Valentine just for this comment.

Silliness aside, I greatly appreciate the comment.
Exploits of Quartz and bobdaduck - Pleiades Maps
19-year-old Quartz mad about lawn removal
raptor wrote:sometimes I think getting Quartz to use plugins is like getting my mom to use a computer
<<

sky_lark

User avatar

Posts: 2053

Joined: Wed Mar 10, 2010 6:00 pm

Post Thu Feb 14, 2013 12:46 pm

Re: Why Dungeons Suck

Quartz wrote:sky_lark has my permission to be my Valentine just for this comment.

Okay, but you have to wear the dress.
Follow Bitfighter! FacebookTwitterDiscord
<<

Quartz

User avatar

Posts: 901

Joined: Thu Jun 17, 2010 12:14 am

Location: Texas

Post Thu Feb 14, 2013 1:14 pm

Re: Why Dungeons Suck

sky_lark wrote:
Quartz wrote:sky_lark has my permission to be my Valentine just for this comment.

Okay, but you have to wear the dress.

Who are you to make such demands of me?! If you truly loved me you would love me as I am!! :cry:

BOBDADUCK IS MY VALENTINE NOW. BECAUSE HE LOVES ME :evil:
Exploits of Quartz and bobdaduck - Pleiades Maps
19-year-old Quartz mad about lawn removal
raptor wrote:sometimes I think getting Quartz to use plugins is like getting my mom to use a computer
<<

bobdaduck

User avatar

Global Moderator

Posts: 790

Joined: Thu Mar 11, 2010 1:39 pm

Location: Utah

Post Thu Feb 14, 2013 1:18 pm

Re: Why Dungeons Suck

Image
Little_Apple wrote:DnD: the REAL bitfighter levelgen documentation

Santiago ZAP wrote:bob doesn't make new maps, he makes new gamemodes
<<

sam686

User avatar

Posts: 468

Joined: Fri Oct 15, 2010 8:53 pm

Location: United States, South Dakota

Post Thu Feb 14, 2013 3:30 pm

Re: Why Dungeons Suck

Quartz wrote:Once you've played a dungeon once, you've played the map. That's it. There is no replay value, at all, ever. Especially if the dungeon has features that you can easily memorize (e.g. most dungeons).
Once you played a campaign mode once on other game, that is it. There is no replay value, especially on games that doesn't change when playing campaign again on same game, which is most games.

Quartz wrote:Furthermore, the author of the level has to put in a metric crap ton of work ... for people to enjoy the level once. What could the author do instead? Make a normal map, putting in half or less of that work, for people to enjoy the level many, many times.
Hundreds of people make one game having campaign mode. They put far more work just for people to enjoy the campaign once. What can the game makers do instead? Avoid making campaign?

Quartz wrote:Seriously. I have no doubt that I will make another dungeon again at some point, but they tend to be very repetitive, boring, and a whole lot of time spent for very little satisfaction. There is a reason I made QuartzdaDuckgeon (AKA Mormon Cores) and Q-Emporer's Revenge player vs. player. The one player aspect of dungeons is just horribly boring.
Playing campaign over and over again on a same game is repetitive, boring, and and a whole lot of time spent for very little satisfaction. Most games campaign only allows single player, which farther make it boring.

Overall, dungeons and campaign mode is quite similar, both having some of same problems. Campain on most games seem to become garbage when beaten once, especially when many games only allows a single player in campaign.

The plus side of having level editor is, it only takes hours or days to make a level, compare that to making a separate game which takes many months or years.
<<

Lamp

User avatar

Posts: 426

Joined: Fri Jan 11, 2013 3:07 pm

Post Thu Feb 14, 2013 4:27 pm

Re: Why Dungeons Suck

bobdaduck wrote:
Lamp wrote:What's ironic is that the two players who hate dungeons make the best dungeons! :P


You can't make dungeons until you hate dungeons or your dungeon will suck.



:lol: xD
Image
<<

Fordcars

User avatar

Posts: 1016

Joined: Fri Apr 20, 2012 3:51 pm

Location: Some city, somewhere

Post Sat Feb 16, 2013 12:38 pm

Re: Why Dungeons Suck

sam686 wrote:
Quartz wrote:Once you've played a dungeon once, you've played the map. That's it. There is no replay value, at all, ever. Especially if the dungeon has features that you can easily memorize (e.g. most dungeons).
Once you played a campaign mode once on other game, that is it. There is no replay value, especially on games that doesn't change when playing campaign again on same game, which is most games.

Quartz wrote:Furthermore, the author of the level has to put in a metric crap ton of work ... for people to enjoy the level once. What could the author do instead? Make a normal map, putting in half or less of that work, for people to enjoy the level many, many times.
Hundreds of people make one game having campaign mode. They put far more work just for people to enjoy the campaign once. What can the game makers do instead? Avoid making campaign?

Quartz wrote:Seriously. I have no doubt that I will make another dungeon again at some point, but they tend to be very repetitive, boring, and a whole lot of time spent for very little satisfaction. There is a reason I made QuartzdaDuckgeon (AKA Mormon Cores) and Q-Emporer's Revenge player vs. player. The one player aspect of dungeons is just horribly boring.
Playing campaign over and over again on a same game is repetitive, boring, and and a whole lot of time spent for very little satisfaction. Most games campaign only allows single player, which farther make it boring.

Overall, dungeons and campaign mode is quite similar, both having some of same problems. Campain on most games seem to become garbage when beaten once, especially when many games only allows a single player in campaign.

The plus side of having level editor is, it only takes hours or days to make a level, compare that to making a separate game which takes many months or years.


Totally, there aren't many people who will replay Assasin's Creed or Call of Duty single player, but these games have had major success.
skybax: Why is this health pack following me?
bobdaduck: uh, it likes you.
<<

Little_Apple

User avatar

Posts: 839

Joined: Sat Jun 11, 2011 12:31 pm

Location: Zanzibar Land

Post Sat Feb 16, 2013 12:45 pm

Re: Why Dungeons Suck

successful meaning they made a lot of money.
Hee-ho!
<<

Fordcars

User avatar

Posts: 1016

Joined: Fri Apr 20, 2012 3:51 pm

Location: Some city, somewhere

Post Sat Feb 16, 2013 12:49 pm

Re: Why Dungeons Suck

Which means a lot of people bought the game and enjoyed it.

But I only have a Pentium 4 to play 'Good Graphics' games
skybax: Why is this health pack following me?
bobdaduck: uh, it likes you.

Return to General Discussion

Who is online

Users browsing this forum: No registered users and 4 guests

cron