Thread:Deathstalker666/@comment-26005008-20160407215658/@comment-1496755-20160819220652

Heh, yeah, this is how the first Diablo works - the dungeon is all that matters, the surface world is just a place where you buy/sell/repair stuff and get useless gossip from mentally deranged NPC's. So how does D2 solve this - it turns the surface world itself into a huge outdoor dungeon :P

(BTW, Morrowind is something I'd probably check out eventually.)

I don't like complicated simulators either. X-Wing and TIE Fighter are just the way I like it - adjust speed, aim at something and shoot it. That's all the flight realism I'll ever need.

Randomness is not easy to implement, indeed. There is always a great risk of monotony and pointlessness. It seems the only way to make it work well is to make some rules, thus making it not-so-random. Yeah, trying to random-generate levels in a game usually causes a mess, so you usually resort to pre-made blocks that are arranged in various patterns. But that invites back the monotony...

Figuring out what you have to do can create a nice sense of mystery and build up expectations. And that's why we usually like it.