No dungeons bothered me o'ermuch -- I like RPG's -- but I wish I could skip every minigame ever except Triple Triad.
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No dungeons bothered me o'ermuch -- I like RPG's -- but I wish I could skip every minigame ever except Triple Triad.
I love the crystal cave in xii :(
i also loved both sandseas D:
Id skip raithwalls tomb (and the one in the mountains)
They were both so borrrrrrrrrrring
I wouldn't mind skipping those last couple of floors in FFIV's final dungeon. What a pain.
Yeah, IV's final dungeon was pretty tedious.
This is a minor one, but you know how in FFX, there's that one last room in Sin right after the final save point? The one where the camera is spinning around uncontrollably so you can barely see anything around you, you have to touch 10 of the randomly-appearing egg thingies to move on, and touching one of the spike-icle things forces you into an enemy battle. The first time, it's okay, but sometimes I boot up the game and all I want to do is fight Braska's Final Aeon for fun, and I have to do that room all over again. Urrrgh.
>>> FFXIII-2, the whole game..:luca:
Except they weren't BoB, FFI had the Ice Cavern that not only spiked the enmey encounter up to 11 but was a puzzle dungeon involving trying to fall through the proper holes to get to the Cube to revive the airship, it also had the Tower of Trials which was a giant teleporter dungeon, neither of which was re-used in the game.
FFIII had dungeons that forced you to use transformation spells to proceed forward and altered how you dealt with enemy encounters. Most of the dungeons involved using specific jobs, actually incorporating the games customization system as a puzzle element.
FFIV had a dungeon that altered what you could equip and altered party dynamics, it brought back the teleporter dungeon from FFI, it had dungeons with damage floors, with surprise boss doors, hidden passageways, and the final dungeon is a maze leading to all of the game's optional super bosses to net the party's final gear.
FFV - Brought back FFIII's idea of incorporating your party build into making the dungeons easier, introduced the time limit underwater boss fight that VII borrowed, and introduced the magic and physical only dungeons.
FFVI gave us the puzzle dungeon of South Figaro, switch puzzles that utilized the games huge cast, hell many of the games dungeons themselves had puzzles to proceed forward like the security light in Narshe, the path puzzles in the Cave of the Sealed Door, a crushing ceiling in Gogo's dungeon, the find the proper path puzzle in Lete River and the Serpent Trench, brought back the magic only dungeon is brought back from FFV and pushed to 11, and the whole talking to the troops puzzle in Vector.
I mean most of these games have dungeons that stand out for their gameplay purposes not because of visual appeal, and to me that is far more important than the dungeon looking "fantasy". So yeah, I just don't understand your taste BoB and I don't want to. :p
The Cave of the Gi in FFVII was pretty boring as I recall. I have not beaten teh game in many, many years, but I do recall that section being one of my least favorite. (to contrast with the rest of Cosmo Canyon, which was great)
I didn't really mind Cave of the Gi. True, it had a lot of annoying enemies casting Death on you. I quite enjoyed the challenge of those spider enemies that hit you with that 1000 HP draining stingbomb attack. Gi Nattak wasn't overly tricky when you reached him though.
Plus, it was the build up to one of the most emotional sections of the game... for this reason I always enjoyed completing this cave.
Don't skip too much, that defeats the purpose and the challenge. Some of the places mentioned in this thread I could see myself skipping but they're part of the game.
I didn't say "all dungeons", I said "all generic dungeons". You're misinterpreting me. Also, while switches can be considered something that adds to the gameplay, some of them are so blatantly obvious in how they will work that they don't add to things.
When looking at the dungeons I'm thinking of, all I see is the same dungeons with different maps. This is the pitfall of the underground dungeon in many games, and older games in particular suffer from them to extreme levels. Essentially, it's very hard to make an underground dungeon on a 8-bit or 16-bit game look remotely interesting. They do add some minor gameplay value by making you press switches to move forwards, but having puzzles AND high encounter rates mixed together is something I feel is a Very Bad Thing. I like to be able to focus on battles or focus on puzzles, not try to be solving a puzzle but being constantly interrupted. I love puzzles in my games, and I love encounters in my games, but they should be carefully balanced.
More than anything, though, it's the boring, uninspired, lifeless aesthetics found in any cave-dungeon you can find in the old games. Even some new games suffer from this - XIII did when they took you to the Ark and again when they took you to the mines. But at least in modern times they can do something to make it interesting. I just don't think they could back in the old days, so they made do with what they had. That doesn't somehow magically make me want to go through those areas again, though. I'd rather spend my time in the more interesting areas of the world, where there are still enemies, still puzzles, but also interesting lore and/or culture.
But yeah, back to the main point: I never said every dungeon in FFI-VI was generic, just that there were generic dungeons in FFI-VI.
Marsh Cave (FFI) and Lodestone Cavern (FFIV) immediately came to mind. Basically anything that has to do with an annoying Dark Elf messing with you.