Showing posts with label Dungeons. Show all posts
Showing posts with label Dungeons. Show all posts

Friday, January 7, 2011

Ugly Brutal + Short


Detail from something I've been working on. This has bearing on my dungeon musings. Click to make big.

Thursday, December 30, 2010

People can build stupid shit without alien influence, thankyouverymuch.


Wrote this to my wife after some time spent researching tombs, and realized I might as well post it here. It's tangentially related to my recent dungeon thoughts.

Whoops!
It's a constant source of humor to me that, any time a fictional Egyptian-style pyramid appears, it is full of rooms and halls to the point of being almost hollow. This is because we think of them as buildings - as architecture.

They are not architecture - they are tombstones. Most of them were not even designed to be as big as they are. They were originally short narrow step pyramids like the older ones, maybe a bit bigger, and then they started falling down so stuff was piled onto them to shore them up. In the case of the Bent Pyramid, they screwed that up and halfway up it started to crush the tomb, so they changed the angle. The result was an empty pyramid - the pharaoh had another built. After all, would you want to be the one buried in the fucked up pyramid?

At that point, they had these big things sitting about as a result of having to essentially repair the old tombs, but no one wants to go in a smaller tomb than the other guy, so they started making them that way on purpose. They built their little chambers, then built a large pointless step pyramid on top, then another on that and another on than, then finally a smooth outer surface. Essentially mimicking a process that had been accidental - "Oh shit! Guyfacemcdudeatep's tomb is falling! Quick, make the slaves shove bricks against it!"

This is why people who think there is anything magic or supernatural or alien about Egyptian construction are wrong (or at the very least, wrong that they needed magic or aliens to do what they did).
This is about as complicated as it got. By the way, this one
fell in because it was too complicated.

Egypt was full of people, and people are the dumbest, smartest creatures on Earth. We don't need aliens to tell us how to make thousands of slaves work themselves to death over a few decades ensuring huge stones fit together perfectly. Give me unlimited manpower and years to achieve it, and I'll make you a space station. And they weren't that smart, were they? If you actually know anything about architectural history, you know it was a process of trial and error and building up of knowledge and skill over the course of a 2000-year civilization. We look at the Giza pyramids, with their stones so tight you can't slide an index card between, and forget the slabs over holes in the sand, the step pyramids, the collapsed failures, the screw-ups like the Bent Pyramid. We forget almost every single tomb we find was robbed within years of first being sealed up, because a granite slab is hard to get through but the sandstone it's fitted in is not. The workers (and even priests) that stuck the body in there just came back and tunneled around the door.

Furthermore, and more to the point of why people want to believe those massive, massive things have something in them besides a tunnel and a dead guy - the dead need not justify themselves to us. We can hold them accountable in our minds, pass judgment on what they did... but it means nothing to them. They had their reasons, and those reasons went with them.
No.
No.

The pyramids map the stars, sharpen razors, cure cancer, contain our genome, are spaceships, etc. etc. etc... they have to be SOMETHING, right? They're so... big and devoid of purpose and that can't be true. And it isn't, but the truth is that they are devoid of modern purpose. They make no sense today. But when they were built, for the people that built them, they were the most important things in the world. To them, it wasn't stupid to build the biggest structure in the world to house one tiny room with a single dead guy and his stuff in it. It wasn't a comedy of errors that they had to keep shoring them up and rebuilding them. It was all extremely meaningful.

We are the smartest, dumbest creatures in the world - we do remarkable things for nonsensical reasons. But they are reasons.

I imagine all this can be applied to dungeon design somehow. You figure it out.

Tuesday, December 28, 2010

Dungeons: A Visual Essay

Sympathize with the dungeon, for you are to it as pathogenic microns are to you. You were both built for a purpose, and as you subvert its own with torch and 10-foot pole, something inside you beats its flagellum ceaselessly down your corridors. Your chambers are well stocked with white monsters and glandular death traps, but the DM of Evolution has printed out a whole stack of character sheets.
There are five stories of cathedral below the cooled lava surrounding this church in Mexico. Dungeons are undead structures - they had a purpose in life but it died with them. Only echoes of it remain, but they lumber on, taking on new purposes and new inhabitants. A dungeon is a corpse, and corpses teem with new life.
(Very Large Image Alert) In Castlevania: Symphony of the Night, which I call the Platonic Idea Dungeon, that previous life is readily apparent. Dracula was obviously a living man in this castle, or some form of it, once. In undeath, he's taken his armies, his staff, his court and even his fallen foes with him.



Of course, SoTN was merely putting the Castlevania aesthetic on Metroid's structure. Super Metroid may be the better dungeon, depending on your taste. While I don't quite count it because it's still serving it's original purpose - it's a base for the Space Pirates and there they are, basing themselves in it - it's still a great design.

Monday, December 27, 2010

Castlevania is the Platonic Dungeon


I’ve been thinking a lot about dungeons. You know, the second noun in the title of the two-noun-and-an-ampersand game we play? It’s funny how rarely I’ve ever really used either in a game.

Mmm... dungeony.
Dragons, eh. But dungeons - my lack of experience with dungeons is evidence of my youth - old school DnD is all about the dungeons (as a figure of speech: I know there’s more to the old-school ethos than that, so put away the flamethrowers). Still, I’ve thought about them a lot, and I’ve read plenty of dungeon modules from the TSR years.

They weren’t any good. Bits were good, but I’ve never encountered the Platonic Idea Dungeon.

Save one. It was a video game.

I submit Castlevania: Symphony of the Night (and the further 2D games that were rooted in it) as the Perfect Dungeon, the closest we may ever see to the Platonic conception of Pure Dungeoness.

It is non-linear - you can tackle areas in almost any order you care to. What you do in one area can affect another (powerups that allow you to reach areas you could not otherwise - not a perfect example but close). There are traps and tricks that make you start examining the pretty scenery closer. There’s a variety of monsters, of course. Lots of loot, much of it weird and special. There are secrets out the ass. But most importantly, the place feels like a place, not a bank in the ground custom built for the sole purpose of being robbed. It feels lived in... or unlived in or whatever.

Some examples of what’s so fucking great about SoTN:

  • The castle has art galleries, a library, a chapel, an indoor colosseum, a clock tower, catacombs, a mine and pretty much everything but a kitchen, all stocked with appropriate enemies (undead pit fighters in the colosseum, angel-like things in the chapel, books in the library). This gives you a sense that this really was a ruler’s castle before things changed. Living people went about their business here, once, long ago.
    WHAT is this asshole's deal, anyway?
  • In said chapel, there’s a confessional you can use. A ghost priest will come if you sit on one side, while the ghost of a woman will show up if you sit on his. They will either listen to you or confess to you, or try to stab you through the confessional grate. What an awesome trap.
  • Sometimes there’s just random weird shit, like a zombie kung-fu artist that attacks you in a room. There’s only one of him, he’s not a boss or anything... he’s just this unique single thing.
  • There’s more than one faction in the castle, sort of. The Librarian will sell you goods and info. There’s a ferryman that will take you across an underground lake. There are two other characters loose in the castle doing their own thing against Dracula, but not with you. One of them has been brainwashed by Drac’s minions. Beyond that, there’s a ton of bosses with hinted backgrounds and motives of their own.
    He's called Yorick in the English versions. I know. Sorry.
  • There are elements you can use against the inhabitants, like teleporters and elevators. Oh, lets count save spots, why not.
  • Did I mention secrets? SPOILER WARNING: 50% of the castle is only accessible if you wear a special item, don’t kill the person that looks like they’re responsible for things, and instead attack a magic ball. Do this and an entire, upside-down version of the place comes out of the sky, where the REAL bad guy is. This is all completely optional.

  • A giant floating ball of screaming corpses.

This image comes with a bonus asterisk! *
SoTN does something that is very hard for a video game - it makes you forget you are essentially on an obstacle course with someone waiting at the end for you to assassinate them. The thing is, this should be easy to do in an RPG. Just construct a dungeon with a sense of purpose beyond the PCs, be it "An evil monarch who would later become a vampire lived here" or "we buried an important person here and by the Gods we want them to stay there."

In short, publish a dungeon module that was more like Castlevania and less like “in the room, there is 50 gp and a ochre jelly” and I’m a customer. Since I’ve not seen one... I’ll just have to make it myself, won’t I?

* Disclaimer 1: This image is from a later game using the SoTN model, I just thought it was metal as fuck. Disclaimer 2: I am not metal and the above statement should in no way betaken as accurate. I'm not responsible if you call this metal and Eddie from the Megadeth covers kills you in your nightmares.