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  1. #1
    Player
    ReynTime's Avatar
    Join Date
    Jan 2015
    Posts
    1,677
    Character
    Princess Walk
    World
    Cactuar
    Main Class
    Thaumaturge Lv 100
    The problem isn't even necessarily lack of branching paths.
    It's that in ARR there was clearly a lot more care into making the dungeons feel distinct beyond what they looked like or what the flashy shallow set-pieces were. A lot of Lv50 ARR dungeons are very linear too, but they still had some kind of unique twist that wasn't just aesthetic to make them unique.
    And they abandoned that once Heavensward came out.
    (3)

  2. #2
    Player
    Vyrerus's Avatar
    Join Date
    May 2014
    Location
    The Interdimensional Rift
    Posts
    3,600
    Character
    Vicious Zvahl
    World
    Excalibur
    Main Class
    Machinist Lv 100
    Quote Originally Posted by ReynTime View Post
    The problem isn't even necessarily lack of branching paths.
    It's that in ARR there was clearly a lot more care into making the dungeons feel distinct beyond what they looked like or what the flashy shallow set-pieces were. A lot of Lv50 ARR dungeons are very linear too, but they still had some kind of unique twist that wasn't just aesthetic to make them unique.
    And they abandoned that once Heavensward came out.
    Whatchu talkin' bout Willis? Elaborate.
    (1)

    (Signature portrait by Amaipetisu)

    "I thought that my invincible power would hold the world captive, leaving me in a freedom undisturbed. Thus night and day I worked at the chain with huge fires and cruel hard strokes. When at last the work was done and the links were complete and unbreakable, I found that it held me in its grip." - Rabindranath Tagore

  3. #3
    Player
    viola_vilgrantz's Avatar
    Join Date
    Sep 2015
    Location
    Thavnair (If only. :P)
    Posts
    28
    Character
    Robin Dayesther
    World
    Balmung
    Main Class
    Dancer Lv 90
    I already really was addressing the fact that most people want to blast through the dungeon and not look back, though. What I was trying to say was, make the dungeon the same length as before, with the same amount of time spent, but visually speaking, it feels more diverse and branched off. By the end of the day, in technical terms, you're still doing the same thing, just not walking through a hallway to do it.

    The key is breaking format more and adding more interesting things and paths to it, without actually adding on time wasted to do it. I'd even say quite a few Shadowbringers dungeons, later on, do achieve that.
    (2)
    Last edited by viola_vilgrantz; 09-29-2021 at 07:22 AM.