I do rather like WoW's dungeons, though. I know Anet tried with Eye of the North, but...it really didn't work, though I can't pinpoint quite why. |
My guess would be: GW dungeons are really just "kill your way through a floor". Zelda ones feature many more puzzles, and WoW ones have many more "events" to break things up. Also, in WoW the dungeons are clearly broken in sections with different terrain which makes a nice change.
For example, in GW Darkrime Delves is just a long line of three levels fighting Jotun. There's a few switches to pull but each lvl is mostly the same as the last. Fight this, kill this, reach the door/boss with key. Also, the whole dungeon is just ice, ice, ice. No change.
In Zelda you'd have monsters to fight but they'd each be different, maybe requiring the use of the environment to beat them. Also, you'd be expected to do puzzles around every corner. I mean intelligent puzzles, not just pull this leaver over here and the bridge comes down. I mean noticing things in the environment and making intelligent steps towards getting out of a room, getting a chest or opening a door. That kind of thing.
In WoW (in my experience) there are no puzzles to solve. the dungeons are more like GW in terms of the fact you just fight from one end to the other. But the fighting it broken up by events, either bosses or just a change in scenery. When you enter a room bosses taunt you, they call reinforcements, they change form.But most important is the talking. It makes you feel like you're there, actually doing something to stop the evil in the dungeon. not just walking through and your presence won't change anything.
Also the difference between rooms helps break up the fight. For example in Deadmines (which all wow players will have done, I'm sure) you move from mine to shipbuilding room, to mine to forge to mine to giant pirate ship in an underwater cavern. It's no small thing stepping out from an enclosed tunnel to this cavernous cavern housing a huge pirate ship swarming with pirates! It feels epic and epic is good. Save bloodstone caves, how many boss rooms feel epic? Not most sadly.
Obviously there are exceptions in GW. There are some good dungeons. For example, I'd say that the Oola's lab mission was a really good example of how a dungeon should be. The terrain changed, the were puzzles, Oola taunted you all the way through. If there'd just been a few more levels of that gold then it would've been great. Also, in terms of epic scenery Duncan's boss room is epic looking, although it's spoilt by it's messiness and the fact that he is a double damage short guy who goes down in about a minute HM once you've got rid of the spirits. He should've had another phase or two. Maybe he could be released from his body and become a very large deamon/spirit thing. Anyway, that's something for another thread.
So, do you think the dungeons in GW are as good as they could be? If not, why not? And what dungeons stand apart from the rest because they've got good design, or bad design?
Merry Christmas
Mazey