Poll time! In the next developer diary I do, one of the things that I'll be talking about is my work on "dungeon" design. But specifically one thing that I'm working on at the moment is floorplan design for buildings, and I've hit a small quandary that I'd like some feedback on.
Say that I'm modeling an office building or an apartment building. You're talking about a lobby, maybe a cafeteria, maybe public bathrooms, maybe a supervisor's office on the ground floor. Then you have stairwells, halls on each floor, and multiple individual tenant spaces on most floors. Then in each tenant space you have multiple rooms, such as secondary bedrooms and a kitchen in the apartment; and in an office building you have a cubicle area, private offices, maybe a computer room, and a conference room at minimum.
What I recently finished up creating was a set of algorithms for creating houses of various sorts, apartment buildings, lodges, office buildings, and a few other kinds of buildings. What I discovered upon completion was that some of these types -- apartment buildings and offices being two examples -- have massive numbers of rooms in them. 300+, in many cases.
This is very realistic, and the game engine can definitely handle it, but what I don't think it is is fun. I don't want to spend 4 hours scouring all the private offices in a single office building. This is one of those reasons why most hand-crafted (as opposed to procedural) games have so many perma-locked doors and collapsed roofs and such. OR, why so many RPGs have "houses" that are just one room with no bathroom or bedroom or anything. Or far too few beds for the people living there, etc, depending on the game.
So, what I'm trying to decide is what would be the most fun way to handle this and make buildings feel large without feeling overwhelmingly so.
Option 1: I prefer passages that are blocked, making it seem like buildings are big without having them really be annoying.
I hate perma-locked doors, so it would probably be literal collapsed-rooms (or even whole collapsed floors), if I were to model the entire building as now but just strike out 2/3 or more of the rooms so that you get 50-100 rooms instead of 300+ in terms of the really massive buildings. That would be in character with the tone and story of the game anyhow, and actually could lead to more interesting variances in the buildings in some ways by having to find ways to get around debris at times.
Personally, I think I'm leaning this way, but the downside is that at one point in the past I had said "if you can see it in AVWW, you can go there." And I want that to be true, and it technically could be true, but that's just not as fun as I thought when you're talking about every last stinking room in realistically-sized buildings.
Option 2: I prefer game-like buildings that are smaller than real-life buildings.
This is kind of like most Nintendo or Square games. Their buildings are gamified and don't really resemble real buildings. In AVWW's case, I think what I'd do would be to make it so that instead of having 1-3 halls per floor in an office building, it's always 1. And instead of having 3-4 tenants per hall, it's probably just one. And instead of having 4ish private offices per tenant, it's just 0-1. And so on.
The problem is that this really starts feeling stripped-down pretty fast, and it reduces the amount of variance between buildings. If there's always one hall per floor... well, there's only so much that can be done with that, and the opportunities for travel through side passages (ventilation ducts, etc) gets really reduced.
This would keep to the letter of what I'd said before, though, in that "if you can see it in AVWW, you can go there." But I think it kind of tramples the spirit of it more than option 1 does.
Option 3: I prefer all my buildings to be incredibly over-sized by game standards to match their real-life counterparts.
Technically, I could just have the buildings be fully massive. However, I don't really think this is a good idea because people like me like to explore things to 100%, and if I am spending so long in one building the game is going to get un-fun pretty fast. How interesting can exploring 80 private offices with not much in them be? Or, on the converse side, how many goodies should we really be packing into private offices of all things? The point of these buildings is that there is good stuff in there, but I think it's a lot more interesting to explore many different buildings of different sorts and decors rather than just spending insane amounts of time per individual building.
I'm pretty well leaning toward option 1, but I was curious what others thought. Thanks, as always, for sharing!