>get the end of a dungeon
>immediately find a shortcut to the entrance
>the only thing that would have stopped you from going straight to the end in the first place was a slightly obscured barred door
How do we fix this problem? I understand having to backtrack the whole dungeon is tedious but its kinda stupid how a thousand year old dungeon just has a single door leading to it's treasures
Get the end of a dungeon
>How do we fix this problem?
It's not a problem, your autism is.
>creaters if thousand year old dungeon were too lazy to take the long way out, just put in a door and called it a day
>said door is still firm after a thousand years
>not a problem
>everything in a video game must adhere to strict logic
hope you're not finding any coinage down there that is useful in a modern setting, hope the entire ecology of the dungeon is balanced and accurate, hope there's no traps that would require resetting or maintenance, hope there's no reason geological events could have caused the dungeon to collapse, hope there's no other civilisation within a thousand miles else why would you be the first into the dungeon over the course of a thousand years
I could go on, but you're right. A door is problematic.
>just has a single door leading to it's treasures
The door was barred, dumbass.
>implying I disagree with any of that
Of course it doesn't make sense, you know what else doesn't make sense? A thousand year old dungeon that has treasures, or probably the rest of the game for that matter.
Don't apply real world logic to videogames.
maybe you're the autism, user.
I do legit have autism, but I'm not as much of a spastic as OP.
>How do we fix this problem?
Stop raising pussies who think having to backtrack the whole dungeon is tedious.
Alternate solution: Make a dungeon that's interesting in reverse as much as it is forwards.
>everything is dead, disarmed or explored
>game is now a walking sim back to the start point
thrilling gameplay
>The dungeon completely empties out, making each room useless as you solve it
Bad dungeon design, my dood. If you want to design like that, just introduce a cutscene that says "And then the player leaves this boring empty hallway that I designed like a scrotum" and be done with it.
>just introduce a cutscene
Or instead of taking control away from the player I could just put a secret door at the end leading to the entrance, and have some magical mystical reason that it can only be opened from one side.
>I should just excuse lazy writing with lazy writing!
And thus the serpent devours its own tail.
It's better than lazy writing leading into cutscenes. That's Kojimas territory.
God damn I fucking hated this in Skyrim
>remove all the fun magic
>can’t just levitate up a ledge and skip half the dungeon
It's the same thing. One keeps the dungeon integrity of "how come I couldn't just barge through this door I probably could have easily seen", and the other "keeps gameplay in the hands of the players at all times!". They're both lazy, poor game and dungeon design, just with a different and equally retarded philosophy.
So how would you fix the issue then?
Did you even read the initial post of this chain?
I mean specifics not just generalities.
cursed Dio Brando
One, admittedly cheap, example off the top of my head would be to introduce one-way paths to deeper in the dungeon, forcing players to find and use alternate paths to get back up from the dungeon, such as introducing a trap rope going down that slackens and falls if it detects a certain amount of weight on it. You could then use this to checkpoint the dungeon, have the boss at the half way point, then have the rest of the dungeon for getting out. There are other different ways to think around this as well.