More importantly, the act of
actually exploring the dungeon requires a great deal of path optimisation.
Not exact matches
Making a
dungeon crawler seems simple on paper, but it is
actually incredibly difficult to keep things varied and interesting enough for players to remain engaged as they
explore your
dungeons, something both Torchlight games managed to do so in spades.
Not to mention better at structuring your time in game, balancing between studying, clearing
dungeons, and
exploring Tokyo, you'll start to become anxious about not having enough time to get stuff done, whilst
actually playing the game realising your actual, real life tasks, aren't getting done.
Because while the
dungeons are cool, some might say it's
actually the big open world you
explore that's the main «game» or «structure» so to speak.
You choose your character and you head out into the world, well
actually the world is pretty small and fenced in and you only really get missions from the princess which usually tells you the same thing, that you need to enter a certain
dungeon and
explore it and bring back something for her.
Actually, past that there are two public
dungeons to beat, a massive zone to
explore, a single - player arena, and world bosses to down.