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7/23/2025, 8:03:53 PM
>>3810769
he's... talking about character choices and the branching paths of story, not dungeon design.
with respect to dungeon design though, it's not surprising in the slightest; look at the style of modules published by JG when the principles of Jaquaysing dungeon design was established compared to the era of AD&D 2e modules that were published when around the time of the first Baldur's Gate game. a fully Jaquaysed dungeon that embraces the non-linearity works fine for something like Wizardry but not for the majority of CRPGs (or RPGs in general)
he's... talking about character choices and the branching paths of story, not dungeon design.
with respect to dungeon design though, it's not surprising in the slightest; look at the style of modules published by JG when the principles of Jaquaysing dungeon design was established compared to the era of AD&D 2e modules that were published when around the time of the first Baldur's Gate game. a fully Jaquaysed dungeon that embraces the non-linearity works fine for something like Wizardry but not for the majority of CRPGs (or RPGs in general)
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