

I wish they hired some developers over at From Software. Those folks know how to level design.

wow ...
so lets resume !
some want devs to stop doing flashy dungeon and focus more on dungeon (maze like) BUT
also ppl (in-game) dont bother checking dungeon and always ALWAYS take optimal route ! (making for themself a ... linear dungeon !)
(i ve never seen anyone ever stopped for even a sec to read lore related note on the ground in dungeon, because you know ... no time !)
some others dont like the "idea" of having to pull from wall to wall, but will regardless of that still ask tank to ... pull wall to wall ... because "gotta go fast !!"
ooh forgot ! dungeon looks dull and all look the same
so
flashy dungeon = no > linear = no go, want maze but if maze, player will do linear pathfinding, because of that all dungeon look teh same and are dull, and need be more "flashy"
ouch really dont wanna be in the feet of the dev at SE that is making dungeon for ff14 lol must be having an absolute horrible time
Amaurot was what I'd consider a gold standard for dungeon design in that it has non-standard trash mobs with the tethering bombs/dark sprites and environmental hazards that make you have to pay attention to what's going on more then usual.
I think it's mostly the former that needs to be addressed because the vast majority of dungeons have mobs that only use basic telegraphed AoEs and don't even threaten anyone other then the tank most of the time.
This needs more attention
Tbh, I don't mind linear dungeons. I also wouldn't mind freeform dungeons so long as there are indeed multiple competitive paths to be taken (and no matter how freeform they at first look, they will streamline into paths), but ultimately it's just a matter of having things to engage with as I go.
We enter as combat classes, so I see little point in any puzzle elements that wouldn't typically at least synergize with combat (even if just by increasing cognitive load in trying to do the puzzle while fighting).
Give me trash with some actual difficulty. Give me environmental mechanics. Give me stuff to actually do, to actually optimize (and, the cognitive load of which can't by run #4 and beyond be reduced to a small portion of what it was in, say, our second run).

To be Frank, the problem lies with the people who think the simplest dungeon tasks are hard. I can't count the amount of people who, on the second boss of Snowcloak, try to brute force it because they can't be assed to do the mechanics. There is also a point where dungeon gimmicks become tedious for the vets who don't care. And it's funny because sometimes its them who are also calling for more dungeons like what we had in ARR/HW.
Personally I would love those. I enjoy interesting mechanics and it's fun teaching new players about them.
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