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  • Ruins for Ruins Sake
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  • Every intrepid RPG player has done the dungeon crawl. Poking around ancient ruins looking for treasure or an important item while dodging the many monsters that make these places their home is the bread and butter of RPGs. The game designers, of course, are simply trying to create an interesting immersive environment for the player. Little thought is given to the backstory of the structures you're looting. Practical concerns like living spaces, easy navigation and easy access to the rest of the world are sacrificed for impressive fifty foot ceilings and walls that grimace and moan.
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abstract
  • Every intrepid RPG player has done the dungeon crawl. Poking around ancient ruins looking for treasure or an important item while dodging the many monsters that make these places their home is the bread and butter of RPGs. Close examination of those ruins, however, raises some interesting questions as to what these structures were originally built for. Ruins weren't always ruins. But many dungeons look like some contractor was tasked simply to build a vast labyrinth of dead end corridors under a mountain and then cover the walls with creepy carvings. There is little to no evidence that people ever lived in these structures or used them for any practical purpose. The game designers, of course, are simply trying to create an interesting immersive environment for the player. Little thought is given to the backstory of the structures you're looting. Practical concerns like living spaces, easy navigation and easy access to the rest of the world are sacrificed for impressive fifty foot ceilings and walls that grimace and moan. Some might even say that the lack of backstory and mystery adds to the, well, mystery and wonder of the game. See also Malevolent Architecture and Benevolent Architecture. Sometimes used for Scenery Porn. Compare Landmark of Lore and Temple of Doom, which may overlap. Examples of Ruins for Ruins Sake include: