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Dungeon Design Quotes

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"It's probably the game I've completed the most just because the bosses are so damn good."
"Stormville Castle is probably the most open dungeon in the entire game."
"The lightning Temple is by far the best designed dungeon in Tears of the Kingdom and the closest to recapturing the magic of those in older Zelda games."
"The Shadow Temple is one of the most famous Zelda dungeons for a reason."
"The Sand Wand and its accompanying dungeon are MUCH better than their predecessors."
"Morai ruins... easily one of the coolest leveling dungeons that I have seen in any MMO I've played."
"That's what I call a real man's dungeon, ladies and gentlemen."
"We wanted to tackle running back in dungeons."
"Good dungeons make all the difference. A good dungeon forges its own identity through unique environmental design, music, and puzzles."
"Every time you enter a dungeon will be completely original, theoretically anyway."
"Twilight Princess is some of the best dungeons."
"The lead up to the dungeon is often very impressive... frankly for me the best content in the game is the content that surrounds the actual dungeon."
"Each of these things can then be translated into a lair action."
"Classic Deadmines was used as a benchmark for how big a dungeon should be in Vanilla WoW."
"If we make a dungeon our goal, we can be ready in a few hours, and your players will love it and love the feeling of progress as they clear all the rooms."
"Playing through a dungeon should not feel like a repetitive task."
"The linear nature of the shadow temple allows for some great puzzle progression."
"There will be hundreds of dungeons in Diablo 4 all randomly generated... no more loading screens between dungeon levels."
"A Good Zelda Dungeon is one that utilizes a unique theme, that not only helps bind all the elements of the dungeon together, but also helps it stand out from the rest of the dungeons in that game."
"Throughout a dungeon's diverse and memorable theme, thought-provoking layout, and many engaging challenges alike, I can safely say that these are the most prominent attributes of a good Zelda dungeon."
"What impresses me most about these dungeons is in spite of their simplicity and in spite of their limitations, they still managed to be some of the best dungeons I've seen in a 2D Zelda game."
"So remember that when you're in a dungeon, have stuff in the way, have piles of rubble or have... even traps."
"Creating far better dungeons than any of the 3d Zelda games ever could."
"The Zelda sequel like not only did it show this new tone but like really giving you some hope for like for real legit dungeons."
"Dungeons are not fun I get it we are only 25 levels act one but thinking that dungeons are gonna be the end game with more affixes are not really convincing."
"The dungeons... are all unique and super clever."
"The dungeons in Stormblood throughout the launch version have been great. All of them. That's been the most impressive thing I've seen so far."
"There is no such thing as a dungeon that's too big when in doubt make it bigger"
"Give them the dungeons, give them the puzzles, and give them the traditionally told story."
"Dungeons have been improved, it's a big step forward for the Tales of series."
"There's a lot of experimental kind of structural changes that were done to the flow of dungeon."
"Seeing that it is dropping you know it is a bit shy of her or great loot whatever but I think that's great sort of dungeon that I'd love to see in the game is going to be relevant for more people for longer and I think that's awesome."
"The dungeons in Black Desert online are pretty badass."
"The overarching plot or theme gives coherence to the dungeon itself, creating a captivating experience."
"Probably the greatest dungeon in dungeons and dragons fifth edition."
"For such a simple dungeon, it really encourages all of the things we love to see in a game of Dungeons and Dragons."
"One thing I really like about this artifact dungeon is just how fast it is right."
"Yeah, it's sort of fun, Owen says, it's like formalizes dungeons I mean this is sort of as dungeon ears the game sort of gets is much more like the places are kind of coherent worlds."
"Build a dungeon... the main dungeon is the centerpiece."
"The biggest strong suit of Skyward Sword goes to its dungeons, even when I was trying to blast through them as quickly as possible."
"Their original stuff with their grottos and full dungeons and castles... these guys have been around forever."
"Remember, you place the things you want to place and then you roll randomly for the rest."
"Dungeons are storytelling devices; they have variations of linearity, room order, interactability, and oftentimes complex histories."
"I know it's a dungeon, but it's beautiful."