Dungeon crawler gameplay has never been about the level design. What can level design even contribute to the genre? Combat is contained to the screen meaning the only bit that matters are the obstacles as you dodge attacks, and back up into a safe spot for distance attacking. In that, D3 works very well. The sprawling dungeons means sometimes to escape some tough foes, you back into mob-infested corridors or random ambushes, which liven everything up. If D3 had carefully crafted, interactive levels, second time round you'd know what to expect, and third time the game would be predictable.They weren't really fun to play either, at least not in the sense that the layout brought something to the gameplay. Sure it might different the second time through, but that doesn't really do anything for the first time. And second time it didn't really seem all that different to be a game changer.
Good point ....It depends on how good the enemy AI is.
Would love to see these games to learn from Nethack and other rogue likes.Good point ....
and how varied th enenmy types are. that is the biggest draw in Diablo 3 repeat playthroughs. The enemies get new behaviours at higher difficulties which makes sure you never feel "been there done that". The challenge is the game in such games.
How many Diablo type games is that, with long-term gameplay centred on replaying chapters and farming and the like? For something like Dark Souls, I can agree that the replayability comes from playing the classes in the same setting and story, but for Diablo and CON and the like, random dungeons have definitely added interest. There are comparable games, RTA and BGDA2, that lacked the random dungeons and it did make replay a little more tired and predictable.Of all the games I've played that have both hand crafted and randomly generated dungeons, I've always enjoyed the hand crafted ones more because it allows the levels to be made in a way that gets the most out of the gameplay...
Yeah, even in Diablo the story is so lame that you don't even notice it. Such games are never for the story, IMO. I had no idea in Demons SOuls either. its the ambience and the exploration andconquering the unknown !!! To be where no man has been before and slay what the mightiest gamer hasn't slain !
@Cornsnake
We don't know how story driven Deep Down is.
It might be more important to give the player unknown dungeons than "story rich" ones.
How many Diablo type games is that, with long-term gameplay centred on replaying chapters and farming and the like? For something like Dark Souls, I can agree that the replayability comes from playing the classes in the same setting and story, but for Diablo and CON and the like, random dungeons have definitely added interest. There are comparable games, RTA and BGDA2, that lacked the random dungeons and it did make replay a little more tired and predictable.