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Community Spotlight: Do you enjoy dungeon running?

Posted by MikeB Saturday February 11 2012 at 3:40PM
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In this week's Community Spotlight, we focus on the thread "Do you like doing dungeons in MMO's?" by brody71. Another fairly straightforwrad topic, but one that has got the community chatting:

i dont particularly like doing them.  the only reason i would do a dungeon was either for a quest, or to update a piece or two of gear.  i never find myself saying "oh i want to kill that boss".

Havok2all enjoys running old school dungeons, but isn't too fond of the new school style:

I love dungeons, but I like the old school dungeon crawl dungeons. The ones that took hours or longer to explore every nook and cranny. To find secret doors took checking every wall or object. Today, it is just go in an instance, clear trash go to each boss, kill, then leave. I want the dungeons like in EQ1, but alter the necessity to sit in once place. Bring back the benefits of tenacity.

Kabaal isn't very fond of dungeons, preferring the content to exist out in the open world:

I'm not a fan of them,, i'd rather they took place more in the open world clusters of buildings. The odd one is fine but so many games have a tendency to make half their quests in labyrinths underground.

Send me to sack a town, liberate a harbor but stop sending me to the sewers.

bumuscheekus feels MMOs could learn a thing or two from Minecraft when it comes to dungeons:

Oddly the best fun I've had Dungeon crawling/exploring (if it can barely even be called that) has been in Minecraft, possibly the simplest game imaginable. Now, I'm not suggesting Minecraft is perfect by any means but I think some of the things that make it fun hint at the roots of what made exploration fun at the very beginning. Why? 

1. Digging around and find an open cavern with tunnels which are randomly generated and utterly unpredictable and you don't repeat the same one over and over, insta-teleport there and back, to get some predefined loot detailed down to the tiniest boring detail on google with drop rates, stats, gear sets bonus zzzzzzzzzzzzzzzzzzz.

2. Randomly spawning monsters can be anywhere, go for you on sight and scare the living bejaysus out of you when they creep up on you as opposed to predictable clusters of mobs, evenly spaced at predefined corners who apparently dont notice you until you get within a mysterious 'aggro range' zzzzzzzzzzzzzzzzz

3. Old school preparation before exploring- food, tinderbox, torches, making your own arrows etc. makes it feel like a proper adventure versus the current google  preparation reading up on how EXACTLY to take down a specific boss you've already done two dozen times zzzzzzzzzzzzz. 

This may all sound trivial but these are the things that made paper and dice RPGs so iconic and enjoyable. Bring things back to basics and stop giving things to people on a plate so that the mere thought of doing a dungeon/instance sounds routine, predictable and eventually dull as cheese and onion crisps. OF COURSE people complain about having to put efforting into doing something worthwhile. OF COURSE people want to be teleported to the instance entrance and back to their beds afterwards. It's obviously better in the short term if something is simpler an easy...but if you take the mystery and effort out of things, what you get from them feels hollow and pointless in no time at all.

I love doing dungeon content whether it's instanced or some of the great public dungeons I tackled in games like Star Wars Galaxies. What I'm not a huge fan of is doing them to chase gear, which a few users in the thread echoed as well. I get the whole acquire gear, beat boss, acquire new gear to beat next boss paradigm, but I prefer a more lax approach to dungeon running. I'm more in it for the content and there are definitely better ways to create challenge that don't involve the bosses gear checking you.

What are your thoughts? Share 'em in the comments below!

Vhaln writes: i miss oldschool dungeon crawling, where dungeons were public, not instanced, and you fight your way in, as far as you can for your level and group size, with the depths being the hardest, scariest part, only for full organized groups. Sat Feb 11 2012 8:26PM Report
Vhaln writes: also, agree with bumus.. i would love to see more randomization in roleplaying games, especially MMOs. i hate how devs are such control freaks these days. Sat Feb 11 2012 8:31PM Report
OberanMiM writes:

Dungeons (multi level, easy to get lost in, having to watch where you go with danger around every corner) Those I love, especially if they aren't instanced.

Gauntlets (where it is just a straight path from start to finish filled with static mobs between waiting for you and are always up to kill). Those I hate

Sat Feb 11 2012 9:47PM Report
fenistil writes:

What I HATE is that in ALL current AAA mmorpg's dungeon running (and battlegrounds) are ONLY thing to do.

Next thing - like bumus wrote "arrows are infinite, you don't need torches or stuff like that , auto-cross-server find people , auto-teleportation, etc" <-- this and similar stuff make dungeon running even 'shallower' than it already is

Another thing - dungeons - yeah only underground things, be more creative


Besides - worst thing is that dungeons are only viable thing to do and open world is shunned away and trivialized <-- that's why I don't play themeparks anymore and cause I don't want to play spaceship in EvE and other sandboxes are ridiculosely old or broken in many levels (MO and DFO hello o/) - I am currently on long break from mmorpg's.

Sun Feb 12 2012 3:34AM Report
Athcear writes:

Repetative anything is boring, whether it's quest grinding, dungeon running, bg/wz farming, or raiding.  The trouble is that those four activities, which make up the bulk of mmo playing, use the exact same mechanics, so there really isn't much difference.  But when it comes to doing repetative activities, I'd rather do it with someone else than by myself.

Sun Feb 12 2012 9:17AM Report
Pratt2112 writes:

I enjoy dungeon exploring, not so much dungeon raiding.

I really hate it when MMORPG developers feel it's necessary to make every dungeon a raid dungeon, and further, to make every raid dungeon an instance.

There are naturally occurring caves in the real world. In fact, there are entire subterranean networks of caverns and tunnels sprawling beneath huge areas. They are created and exist entirely through natural processes. I don't see why the same can't be found in more virtual worlds.

Many developers seem to be on this kick where every single dungeon or cave system must exist specifically to serve a quest or dungeon instance or raid. That's one reason, of many, why I think MMOs feel less like worlds and more like games anymore. Everything is treated specifically as "game content".


Sun Feb 12 2012 9:22AM Report
HurricanePip writes:

I used to love dungeon crawls ... not EQ1, but BRD and Scholo were fun back in the day.  Most of the Rift dungeons before they were nerfed to oblivion in 1.1 were also fun.

Having said that, I'm not as big a fan of instanced content as I used to be.  Grouping in CoH was fun.  Grouping in vanilla WoW was fun.  MMOs now a days could just get rid of the gameworld at the level cap and that's not good.  To me, current MMOs are basically just using the old D3 design paradigm ... the capital city/fleet is just a chat room and then everyone loads into their own instance for dungeons/raids.

After 4 years of WoW, I really wasn't sure what the subscription fees were for or what $15/mo was really getting me.  A hub and spoke, instanced content experience?

Sun Feb 12 2012 11:25PM Report writes:
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