Sengarden wrote: » I do enjoy a bit of procedurally generated tier-based solo/duo "dungeon" esque PvE gameplay. However, lore-wise, I always hated the "tower" scheme. It almost never makes any sense, because the number of levels there are to churn through would logically produce a "tower" much taller than anything you'd realistically end up with the in game world. Large suspension of disbelief required. I'm more in favor of a dungeon that goes deeper and deeper underground. This way you can play with the environment much more easily and get some nice visual variation between major difficulty shifts. Wet, damp cave systems with moss and underground ponds/rivers. Inhabited cave systems that have been carved out and accessorized, or even fully furnished/fleshed out as living spaces. Deeper, you might get to some crazy gem studded cave walls full of crystals and stuff, or some systems full of lava flows and such. I just feel that an "endlessly" deep series of cave systems is more lore-friendly and offers a more realistic variety of visual dressing than an "endlessly" tall tower.
Deliasz wrote: » I see your point of view. I would just add two or three things :outer appearance doesn't need to reflect inside (how many floors and their size) when you see house from outside you don't know how inside looks like open world dungeon can't be PG (procedural generated)