8 comments

  • philsnow 8 minutes ago
    One thing that is really useful about the distinction is that almost necessarily, there are different scales involved.

    Ultima VI was the first of its (mainline, not 'online' or 'underworld') series to not really have the "town/dungeon/overworld" distinction. It got fairly awkward to have towns and the overworld be on the same "layer", because the towns could really only have a dozen or so buildings because otherwise they'd take up the entire overworld.

    Breath of the Wild / Tears of the Kingdom kind of have the same issue: there appear to only be a few dozen Gerudo for instance, and only a few hundred people total in the entire world.

  • RandomBK 15 minutes ago
    I'm reminded of a diagram from the pitch doc for the original Diablo [0] that made its rounds across the web recently. The dungeon/town split was particularly sharp back then, but the broad design has stuck with modern ARPG design, either in the form of safe zones around town or explicit town zones.

    A lot of this seems to be due to modern multiplayer design, with shared town instances and (usually) private dungeon/outside instances.

    [0] https://www.gamedeveloper.com/business/here-s-a-look-at-the-... (scroll down)

  • reactordev 1 hour ago
    I want events to occur while I'm down in the dungeon. Maybe a neighboring village got attacked and now it's in ashes and down trodden. Maybe a castle is being besieged. I want a "play your own adventure" where the story just kind of happens. No main plot other than maybe certain events happening at a specific time. Games today are too linear. Even "open world" games. They zone it out so there's a progression, go to this area to xp, then go to this area, then this area.

    For once I would like a Skyrim experience but where you're given free roam to unfold the story as you see fit. Crafting your unique story in the process.

    I also don't think games should cater to safety or make towns "safe" from other players. I think the games should allow crime but also have punishment for it if caught by the NPC police or Players. Some of my best memories are from a public execution of a murderer on Ultima Online back in 1999. We had like 100 people gather (on a server that supported maybe 2000 tops).

    • chongli 13 minutes ago
      Check out the games by Jeff Vogel [1] of Spiderweb Software [2]. His games may not be pretty to look at but they feature worlds that are full of life and rich with detail. Monsters attack and damage towns, destroy buildings, leave citizens homeless and shopkeepers jobless, and may eventually wipe towns off the map.

      Meanwhile, the world is also full of outside areas to explore and dungeons to plunder. However, no town is safe. Spend too much time delving dungeons and you may return to a smoking ruin instead of a town. Or you may arrive in the middle of a monster attack on the town and get to participate in its defence!

      Of course, the townsfolk aren't helpless either. They have town guards, soldiers, and even imperial wizards who arrive to help out. The wizards even create magical barriers to patch up the holes in the town wall!

      As for how the games play, they're very reminiscent of old school Ultima games such as Ultima IV: Quest of the Avatar. As a fan of UO, you may really enjoy some Spiderweb Software games. No multiplayer though, these are strictly single-player turn-based affairs.

      [1] https://www.youtube.com/watch?v=stxVBJem3Rs

      [2] https://spiderwebsoftware.com

    • fennecbutt 31 minutes ago
      I have commented on Todd's failure to deliver on such promises in skyrim before.

      But this is definitely where generative ai will be a boon to games, once it's stabilised enough to trust.

      I'd love exactly the same; the game should still tell a story or have a point (unless it's a complete sandbox), so key plot points can be included but otherwise it's a simulation and the player can do things with their agency, but so can the npcs.

      Would be cool to come back to a village, and now the leader has changed because the previous one insulted someone at the tavern, who killed the leader in a fit of rage. The village then chose a replacement leader, the assailant was publicly executed for their crimes. But the villagers decided this was too brutal a punishment so they removed the leader, who resisted but got driven out of town. The ousted leader wants control of the village back so they've been planning to enter with a crew of mercenaries.

      When you get to the village you get given a quest to go take care of the problem, based on the hearsay. Hell, when you get to whatever hideout they're holed up in maybe the npc has even decided to just give up and move somewhere else.

      So many opportunities for awesome narratives. I've done experiments with this stuff in text, but not in engine with an actual game.

    • jrmg 50 minutes ago
      I haven’t played it, but my understanding is that Kingdom Come Deliverance 2 works this way. Meet a person who tells you something’s happening tonight, and you better get there tonight if you want to see/do it. Maybe someone who’s played the game can chime in.
      • reactordev 28 minutes ago
        It’s a great game, much like its predecessor. However, it’s still linear in most ways. You miss out on those small side quests but that was true of the first game too.

        I’d love for a game to set the stage like: “Bad person/thing does bad stuff to good town” like intro, then it’s just you in a field by a small village where you live that is now in ashes due to bad event that happened while you weren’t there. Game On…

        From there, don’t give a single hint until a player did something that could actually do something if they do it right.

        An example would be early days of Minecraft before notch sold his soul, you wouldn’t have a guide or achievements or anything to help you. There were no wikis, only a small forum of people asking why are people punching trees?

        Games need to feel more exploratory without giving everyone GPS direct to the next XP machine.

    • bobslay 1 hour ago
      You might want to check out "Depth of Peril". kind of a cluncky diablo 1 like game. I liked it because of that dynamism. Graphics and gameplay are now dated, but if you talk fondly about ultima, you might enjoy it.
  • axblount 2 hours ago
    Town, outside, and dungeon represent decreasing levels of safety. In most games, players want a clear indication of how much danger they are in just walking around. Some games, like Dark Souls, do blur these lines. I think it would be easy to go overboard.

    This strikes me as one of those things that sounds better on paper than in practice.

    • WillPostForFood 2 hours ago
      I think Dark Souls is not a fluke, it shows that when executed well (which very may be hard), it is additive. It makes things feel more organic.

      From article : "Maybe one cave system has a place where it connects to a dungeon, which connects also to a basement in some guy’s house in the middle of nowhere."

      This just sounds better than having the black and white delineations between spaces. Yes!

      • adzm 2 hours ago
        > Maybe one cave system has a place where it connects to a dungeon, which connects also to a basement in some guy’s house in the middle of nowhere

        To an extent, tears of the kingdom really does do this a few places, but not enough. It really is fun finding new holes into the underworld from a cave, and using the caves to get into the shed in that one village or to the tower etc

    • AlotOfReading 1 hour ago
      Safety can come from control over the world though. Consider Minecraft and Terraria (especially older MC), where monsters can spawn in most areas outside some minimum radius from the player. Neither is particularly "scary" because they give the player straightforward ways to control the situation. In fact, monster spawning leads to a lot of emergent gameplay in them.
  • robotsquidward 29 minutes ago
    The 2024 D&D starter set literally has 3 adventure books for Wilderness (Outside), Caves of Chaos (Dungeon), and Keep on the Borderlands (Town). Of course that game has infinite possibilities for how to 'implement' those areas but kind of an interesting parallel.
  • jesse__ 2 hours ago
    I believe the grand vision for Tarkov was for basically the whole world to be outside/dungeon. Kinda sad they didn't have the technical skill to pull off open world. That would have been an interesting gaming experience.
  • brador 24 minutes ago
    Rest, risk, random = town, dungeon, overworld.
  • crooked-v 37 minutes ago
    I'm surprised the Elder Scrolls and Fallout games aren't mentioned at all here. They're pretty well known for not always having these boundaries, sometimes very effectively (getting ambushed in town in Oblivion by a secret cultist) and sometimes comically (like some of the nonsense that happens with raiders and settlements in Fallout 4).
    • fennecbutt 28 minutes ago
      Settlements in FO4 were a letdown, the gameplay loop is so pointless. It's the same as your buildings being attacked in Valheim and Grounded.

      Occasional attacks, but no real frequency or point to it - because they don't want to annoy players with it. At least in grounded it's based on how much you've attacked a type of insect in some regards.