Mab
fleeting assembly
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- Seen May 16, 2025
So recently I was watching a video series about the dungeon design in LoZ games. I've barely played any Zelda so most of this was new to me, and I was struck by how far ahead the dungeon design has always been compared to the typical "dungeon" (forests, large caves, legendary dens, etc) in Pokémon. This helped me explain my longstanding gripe with such areas in Pokémon that I've never really been able to put into words.
I think that dungeons in Pokémon are actually all pretty terrible and haven't improved at all over the course of the series. Almost uniformly they're large single rooms divvied up into stretched out hallways. There are no puzzles besides the occasional Strength puzzle, navigation varies in difficulty but is generally very easy, the route is completely preset, there's no backtracking (accomplished in Zelda with keys and locks), and the area themes are pretty uninspired. In the newer games these areas don't even bother to be mazes, they're basically completely linear so uh, nice level design?
This isn't to say that it's a black mark on Pokémon - after all, those kinds of areas don't play the same role as they do in LoZ. It's simply not the focus of the game. But man do I wish they could mix it up. I think most of us probably at least mildly dislike many of Pokémon's caves - they force you to wind back and forth, the wild Pokemon are annoying, the areas all look the same, and on top of everything they're just boring to navigate through.
There are some hard dungeons especially in the early games - Cerulean Cave, Seafoam Islands, some Victory Roads, and those aren't bad. But I still felt like the Pokemon spawns, totally uniform appearance, and lack of a single interesting feature until you reach the end prevented me from enjoying the difficult navigation and anticipating the final goal.
What do you think? Am I overanalyzing? Is this apples and oranges? Or would you too like to see this fleshed out a bit? Do you have other Pokémon dungeons that you think are really good?
I think that dungeons in Pokémon are actually all pretty terrible and haven't improved at all over the course of the series. Almost uniformly they're large single rooms divvied up into stretched out hallways. There are no puzzles besides the occasional Strength puzzle, navigation varies in difficulty but is generally very easy, the route is completely preset, there's no backtracking (accomplished in Zelda with keys and locks), and the area themes are pretty uninspired. In the newer games these areas don't even bother to be mazes, they're basically completely linear so uh, nice level design?
This isn't to say that it's a black mark on Pokémon - after all, those kinds of areas don't play the same role as they do in LoZ. It's simply not the focus of the game. But man do I wish they could mix it up. I think most of us probably at least mildly dislike many of Pokémon's caves - they force you to wind back and forth, the wild Pokemon are annoying, the areas all look the same, and on top of everything they're just boring to navigate through.
There are some hard dungeons especially in the early games - Cerulean Cave, Seafoam Islands, some Victory Roads, and those aren't bad. But I still felt like the Pokemon spawns, totally uniform appearance, and lack of a single interesting feature until you reach the end prevented me from enjoying the difficult navigation and anticipating the final goal.
What do you think? Am I overanalyzing? Is this apples and oranges? Or would you too like to see this fleshed out a bit? Do you have other Pokémon dungeons that you think are really good?