Speaking of dungeon design, I'll toot my own horn a bit and sahre this article I wrote back in 2020:
https://felipepepe.medium.com/what-makes-a-good-rpg-dungeon-505180c69d00
The pitch is that while TTRPG dungeons are "system-agnostic" and have established design principles, in CRPGs they're fundamentally tied to each game's "verbs".
https://felipepepe.medium.com/what-makes-a-good-rpg-dungeon-505180c69d00
The pitch is that while TTRPG dungeons are "system-agnostic" and have established design principles, in CRPGs they're fundamentally tied to each game's "verbs".
Comments
https://pathikablog.com/2025/04/26/how-jennell-jaquays-evolved-dungeon-design-part-1-pre-jacquays-dungeons/
Unfortunately, I don't think Skyrim has the toolkit to allow players to enjoy something like this... but I wish is had! :D
And it's an immersive sim by Arkane Studios.
And it has the Arx Libertatis port to run perfectly in modern computers: https://arx-libertatis.org/
But only like 0,001% of you played it. BOOOOOO!!!!
Your comment about spinners going out of style reminded me of one of my worst SNES RPG experiences: saving in the middle of a Breath of Fire dungeon that used Mode 7 effects to rotate the layout at key points and then never being able to find my way forward or backward!