Oh idk, maybe all the other crucial gameplay problems WoW has? Or actual IRL problems?
Because it’s cheaper and faster for a Level Designer using a layout that already exist.
I still have PTSD from doing that…
Thought about this too! Not only are we usually above ground in a fairly open place for a fair many dungeons, but it’s also just an instanced part of the open world!
While the dungeons have all been polished, I still feel that this is just Blizzard cutting corners again.
Dungeons don’t have to be underground. They don’t have to be a unique instance area every time. On the other hand; Halls of Atonement, Mists of Tirna Scithe, Plaguefall and the Necrotic Wake are all just rehashes of the Open World. That’s half of the original line-up of dungeons. De Other Side and Theatre of Pain still have portions set in the Open World areas.
Tazavesh, the Veiled Market was meant to be an open world area. This all just seems like cutting corners and “cheating” results. Same thing happened with the first half of Mechagon.
Where are our subscription fees and expansion purchases going?
Wouldn’t mind seeing more dungeons that are inside a place on the map instead of just being that place on the map. Looking at just The Barrens for example there’s 3 dungeons that are on the map, which is fine - but when you go inside the dungeons they’re so much larger and intricate than you might think looking from the outside.
Also having a dungeon be an actual enemy stronghold instead of a long corridor that leads to the end boss would be cool. Doesn’t have to be all of them but some of them. ToP is one of my least fav dungeons to do difficulty-wise but as a dungeon it’s really cool, I’d like more of that.
The Emerald Nightmare example somewhere above is good too, more of that! ![]()
Yeah sure, they do it to make the dungeon feel like it’s part of the zone.
The story that is being told in that area usually ends in the dungeon.
WoW should go the Lineage 2 route and have dungeons, but those dungeons are part of the open world xD
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