Defend sewers in games because I don't get them

El Pollo Diablo
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Yeah, so I've been playing BG2 for the first time, and I'll probably finish it because it's so damn good.

I actually bought it when it came out, then bought it again... when the baldur's collection came out.

I finished BG1 but in BG2, I gave up right after the initial "dungeon/sewer". It was pretty boring and didn't give good reasons why I was there and what was going on.

So I realized that pretty much any sewers level in any game sucks.

Half Life 2 and most FPSes are obvious, but then you add stuff like Vampire Masquerade and Prince of Persia (Yeah, I quit at the sewers part)...

So why are developers intent on including these filler levels?

Do you recall any game where the sewers section didn't suck?

Are you some sort of pervert that enjoys sewer levels, and maybe crates in sewers?

They're now, for me, the equivalent of crates (in the Old Man Murray vein).

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PurEvil's picture
Location: Columbia, MD

Quote:
Do you recall any game where the sewers section didn't suck?

Sewer Shark, but that's only because the entire game is in a sewer. Then again, the entire game sucks, so maybe you have a point.

The only sewer section of a game that comes to mind is a small part of an instance in WoW. You go into the sewer if you can't bypass a door to the first boss. Really, the only point of that sewer is so rogues and engineers (the two types of players that can get through locks) have a use for that skill.

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Eye of the Beholder started in the sewers. That game was pretty good.

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Aaron D.'s picture
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I wonder if Sewer Levels are just a holdover from the past when designers used the enviornment as a crutch because of hardware limitations.

If you think about it, sewers are just about the easiest levels to develop because they require such low poly count and variation. The shapes and textures are all the same.

I think it's a tired convention too, but it can still be used to break up the pace a little with above-ground settings (as long as they're used sparingly).

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There is no defense coming from me. Sewer levels almost always suck in RPGs. They also made Half Life 2 pretty difficult to get into. I have tried to replay it a couple of times but those early parts are such a turn off.

Aaron's assessment probably isn't far off the mark.

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Miraba's picture
Location: Washington DC

I can think of one series where sewers were a necessity: TMNT.

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Nyles's picture
Location: D.C.

Draw distance limitations, texture limitations, cheap and easy way to nail down the pacing in a level. (Slog, slog, turn corner, monster!) Sewers are just stinky hallways. It's all the same idea.

Vampire: TM, although a truly fun game, had exceptionally shoddy level design. Even if vampires need to jump into sewers to get around, the sewers can at least make sense.

Sands of Time, however, had brilliant sewers. The whole game is about time, by itself and as symbolized by sand and water. The sewer bit was essential. He's surrounded by sand creatures, drops down a well, and ends up in this half-flooded sewer where he can't get up any walls without slipping. The water doesn't kill you, but it forces you to do a lot of acrobatics and puzzle solving. Up to that point, water was life and memory, but anything that flows works against you in the end, just like time.

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Quintin_Stone's picture
Location: Cary, NC

Mex wrote:
So why are developers intent on including these filler levels?

It's like a ready-made dungeon under any urban environment. Plus, I think they like the smell.

I don't have any problem with sewers. I don't see anything inherently bad about them. Like anything, they are a tool which can certainly be misused.

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Aaron D. wrote:
I wonder if Sewer Levels are just a holdover from the past when designers used the enviornment as a crutch because of hardware limitations.

If you think about it, sewers are just about the easiest levels to develop because they require such low poly count and variation. The shapes and textures are all the same.

I don't think it's a holdover, but rather a crutch that is continued to be used for the sake of other aspects of the game. As hardware improved, that new processing power could be allocated to environment scale, environment fidelity, environment variation, character fidelity, character variation, or character behavior. Most of the gains of the last five to ten years have been spent on the fidelities; with variation, scale and behavior remaining largely static. So the benefits of using sewers and other "easy" environments are just as beneficial today.

I like the sewers in Hitman 2. They're a boring, unpopulated alternative to the above ground level.

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Mr Crinkle's picture

Agreed, sewers are universally unfun. I don't like drab surroundings, so I always try to rush through them to get back to where it's bright and colorful. Even in Prince of Persia I felt that the sewer section was merely bearable.

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Jayhawker's picture
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The catacombs in Deus Ex were cool. But then, everything about Deus Ex was cool.

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Hemidal's picture
Location: Houston, TX

I swear, when I first saw the thread title, I thought it was a "defend" type mission in a sewer, and that didn't make sense to me either. Might want to change it to "Defend the use of sewers in games because I don't get them."

I think it's in the same vein as the hulking space marine, it's all video game cliches now.

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Yellow5's picture
Location: NYC

Jayhawker wrote:
The catacombs in Deus Ex were cool. But then, everything about Deus Ex was cool.

As someone playing through Deus Ex again right now... I was also going to mention it. There's lots of sewer parts that are great within that game. CoD2 had some good sewer segments in Stalingrad, and that snow map from DoD: Source also had a great sewer as a second path through the map.

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Oso's picture
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Sewers/Dungeons have been overused, but were once necessary. When games took the turn from text-based to graphics, sewers/dungeons were needed because the afore-mentioned limits to graphical processing power and because gamers were used to drawing maps to chart their progress and sewers/dungeons were the simplest form of that.

Anyone who has tweaked Oblivion graphics settings on the PC knows the difference in framerates, even on today's rigs between indoor and outdoor environments, so in many senses, sewers are just indoor environments that are big enough to hold an entire level. Dungeons, mines, space ships/stations, underwater utopias, etc. are all ways of limiting the environment to meet level-size limitations.

As for sewers in contemporary games, I don't mind them as a throw-back. HL2 was probably excessive, but we still have sewers for the same reason people still role-play dwarves and elves. Nostalgia and fun. Sewers still work as alternate points of entry. In a sneaker game, if the front door is heavily guarded and the back door is locked, your options are limited to climbing in an upper-story window or going in through a sewer.

I'll grant that they are over-used and that I don't look for good sewer design in a game, but they work in many fantasy or post-apocalypse settings. The sewers to get to Srelock's hideout in STALKER had very good level design. The imperial sewers in Oblivion made for a great tutorial. I'm sure there are other examples, but until gaming platforms can regularly render outdoor environments at acceptable framrates, we will still need sewers, tunnels, mines, dungeons, aqueducts, catacombs, subway tracks, parking garages, etc.

Personally, I'm more tired of mines/dungeons as an overused excuse for limited environs than sewers, but I understand your frustration. Yes, Moria was cool and it probably the reason role-playing games were invented in the first place. Still, I've played it hundreds upon hundreds of times. I still consider a gritty urban sewer or post-apocalyptic sewer environment an fresh change from orcs in a cave.

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Farscry's picture
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Mr Crinkle wrote:
Even in Prince of Persia I felt that the sewer section was merely bearable.

Man, there was only one part in the entirety of Prince of Persia: The Sands of Time that I felt was a poor choice: the cliched ripoff of the Lost Woods of Hyrule (if you've played it through, you know the part I'm talking about). That was partially because I typically despise that gimmick in any game, and partially because for a game with such utterly perfect pacing throughout, it resulted in a dead stop until the gimmick was past.

Everything else about Sands of Time was as close to platform-puzzle gaming perfection as I can imagine.

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Yellow5 wrote:
Jayhawker wrote:
The catacombs in Deus Ex were cool. But then, everything about Deus Ex was cool.

As someone playing through Deus Ex again right now... I was also going to mention it. There's lots of sewer parts that are great within that game. CoD2 had some good sewer segments in Stalingrad, and that snow map from DoD: Source also had a great sewer as a second path through the map.

I think half the fun of the sewer levels in Deus Ex was that they were very rarely forced on the player. I could go to the sewer, past the guards and bots, turn the bots to attack the guards with my hacking skill, pick a lock on a door, and get on with the game. Or I could pull out my silenced sniper-rifle, hotkey my belt-fed shotgun, keep a few rockets at the ready for bot attacks and go to town without thinking about sewers.

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subaltern's picture
Location: California

Dark Alliance had good sewer/cave portions. In fact, the entire first act took place in a sewer. I thought Dark Alliance was a fantastic game.

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Location: D.C.

Farscry wrote:

Man, there was only one part in the entirety of Prince of Persia: The Sands of Time that I felt was a poor choice: the cliched ripoff of the Lost Woods of Hyrule (if you've played it through, you know the part I'm talking about). That was partially because I typically despise that gimmick in any game, and partially because for a game with such utterly perfect pacing throughout, it resulted in a dead stop until the gimmick was past.

Everything else about Sands of Time was as close to platform-puzzle gaming perfection as I can imagine.

Agreed. There's something off about that bit. It just feels like it was forced into the game on some executive's advice. It's like a dance-off in the middle of the palace to defeat the vizier.

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Dead to Rights prison level killed any interest i had in finishing the game.

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Sewers are basically the more modern alternative to the classic dungeon crawl.

At least in most modern games they are shorter that in Baldur's Gate. The mines in that game drove me insane.

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The game could be Ray and Greg jumping out of the box and kicking you in the junk, and I'd still be on message boards defensively saying people were being too harsh on it.
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EvilDead wrote:
They also made Half Life 2 pretty difficult to get into. I have tried to replay it a couple of times but those early parts are such a turn off.

I am playing through Half Life 2 for the first time right now, and those sewers have so far left me with a low opinion of the game. First, I kept slogging through it because the reputation of the game is so good. Then at some point I thought, "Man, I just hate playing this game. It's ok to stop playing. Portal was worth the price of the game -- no need to like Half Life 2."

Then my brother talked me into playing a little further. Now I think I am past the sewers, but I feel like the game needs to get a lot better quickly to redeem itself. If I had to put my finger on what has annoyed me the most about the game, it would be the sewers.

Not a fan of the sewers.

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But people, without sewers, how would Link get to Zelda in Link to the Past? Every castle needs a secret exit/entrance that the princess/rebels can use to flee/invade.

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I must admit, I'm getting a little sick of the sewers in HGL...

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Location: Rappahannock, VA

Joseph Campbell wrote:
The Hero with A Thousand Faces -- Wikipedia Entry:

* 5. The Belly of the Whale

The hero, rather than passing a threshold, passes into the new zone by means of rebirth. Appearing to have died by being swallowed or having their flesh scattered, the hero is transformed and becomes ready for the adventure ahead.

Or is that reason a little too litwank?

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Bravo, RSPaulette! You've taken the topic to an unhealthy level, which fits in perfectly here.

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ranalin's picture
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I can see sewers as being leftovers from PnP story telling. I mean how many adventures didn't have the PC's dropping down into the goop at some point or the other? They still have their place in the games of today if done right.

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Grenn wrote:
But people, without sewers, how would Link get to Zelda in Link to the Past? Every castle needs a secret exit/entrance that the princess/rebels can use to flee/invade.

Indeed. How else are you supposed to sneak into Castle Krondor?

RSPaulette wrote:
Joseph Campbell wrote:
The Hero with A Thousand Faces -- Wikipedia Entry:

* 5. The Belly of the Whale

The hero, rather than passing a threshold, passes into the new zone by means of rebirth. Appearing to have died by being swallowed or having their flesh scattered, the hero is transformed and becomes ready for the adventure ahead.

Or is that reason a little too litwank?

I find the notion that any analysis might conceivably be "too litwank" viscerally disturbing... and yet, in no small measure, arousing.

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RSPaulette wrote:
Or is that reason a little too litwank?

Yes yes yes.

wordsmythe wrote:
I find the notion that any analysis might conceivably be "too litwank" viscerally disturbing... and yet, in no small measure, arousing.

Eagh. Come on, man, I just ate.

Fedaykin98 wrote:

Good lord, I wouldn't have expected brilliance like that from that nemeslut Quintin Stone!

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Quintin_Stone wrote:
wordsmythe wrote:
I find the notion that any analysis might conceivably be "too litwank" viscerally disturbing... and yet, in no small measure, arousing.

Eagh. Come on, man, I just ate.

Indeed. What "adventure" will the hero in your food have?

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Scrub wrote:

I buy even though I have 2 of them. I likey the Snakey.

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Quintin_Stone wrote:
RSPaulette wrote:
Or is that reason a little too litwank?

Yes yes yes.

wordsmythe wrote:
I find the notion that any analysis might conceivably be "too litwank" viscerally disturbing... and yet, in no small measure, arousing.

Eagh. Come on, man, I just ate.

Ate word. Oh snap!

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KingGorilla's picture

You ask us to defend low hanging fruit level design? Here let me get snarkier. In an RPG where else are you going to find low level animals like rats to grind until you are prepared to trek out into the great dark world to become a savior, after epic quests killing lions, gathering shells, and taking letters from point a to point b.

That is the truth. Why are so many shooters set in nondescript offices and space corridors? How many fire and ice levels have you braved as Mario, Sonic, etc? How often in a racer do you have to suffer through that Honda Civic in order to maybe get a Mclaren?

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wickbroke's picture
Location: Foothills of Denver, CO

Sewers in City of Heroes are not so bad. Tight cylindrical sections where two large heroes cannot stand side by side open into these huge rooms (10 seconds across at a run, four stories high) with pumping stations, catwalks, stairs and lots of steel grating. The designs make the green, brown and grey palette bearable. The first time in any of the flavors of 'inside encounter' map types were always slow, as I really admired the designs.

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