(Originally on Google Plus)
Wee bit of a followup to that last Skyrim/Daggerfall thing I just posted. The NEXT random dungeon I did in Daggerfall after that one was tremendously frustrating; in order to get to the (randomized!) target point, I needed to open a trapdoor using a switch. The (not-so-funny) funny part was that the switch was in a different part of the maze entirely, and it was a wall-mounted decoration that just looked like any other bit of Daggerfall maze decoration. Worse yet, it was suspended over a pit: trying to get at it was honestly quite dangerous.
So, yeah, I’m right back to thinking that the random dungeons in Daggerfall were a terrible idea. Sure, the dungeons in Skyrim aren’t really that compelling. There’s some fun encounters in there, some nice decoration, but they clearly aren’t as much of a focal point as they were in the first two Elder Scrolls games. I think Daggerfall very clearly illustrates why they went in that direction, though. I’m finding myself deliberately choosing whatever options keep me OUT of the things, and finding myself fully prepared to use whatever tricks are available to go through the things quickly when I do.
It isn’t even a case of either my character’s capabilities or my own. I’m more savvy, and my character gets around much, much quicker and is a much better fighter. It’s just crap design, where you expect things of players that you never bothered to train them to do.