When there is a logic or a story to the dungeon, I find it much easier to populate with cool ideas, clever traps and relevant monsters. In a way a dungeon can tell a story. The players may not notice the story, but it's there if they want it.
I agree 110%, and it seems that we're in good company.
In Disney's California Adventure amusement park, there is an attraction called
Walt Disney Imagineering Blue Sky Cellar. The attraction provides ". . . a rare preview of upcoming magic through the eyes of Walt Disney Imagineers at Disney California Adventure Park," through illustrations, models, maquettes, and video interviews with the people who create the rides and other attractions of the Disneyland Resort.
Here's an example of the process described in planning a
restaurant in California Adventure.
This is where the designers begin. With the backstory. For a
restaurant.
Living in southern California means easy access to lots of amusement parks. We purchased annual passes for Disneyland for the last three years, and this year we also bought passes for Universal Studios Hollywood. Both California Adventure and Universal Studios offer river-raft attractions: Grizzly River Run at Disney and Jurassic Park - The Ride at Unviersal.
[ame=http://www.youtube.com/watch?v=kOMdGMxhrIM]Grizzly River Run[/ame] [ame=http://www.youtube.com/watch?v=0IiHmkyNq_I&feature=fvst]Jurassic Park - The Ride[/ame]
GRR (
grr . . . like a bear, get it?) simulates a river-rafting trip in northern California; Jurassic Park simulates an attraction in, well, Jurassic Park. Both rides attempt to create a believeable environment for visitors, and both attractions offer an thrill ride where the riders are assumed to get soaked to some degree - in fact, both rides go out of their way to make sure you get wet.
After riding both rides numerous times, I've noticed a distinct difference between the two attractions with respect to that last feature. On Jurassic Park, the ride begins with a trip through a dripping rainforest canopy, then passes along an Isla Nubar river; along the way, water squirts from behind bushes or from the mouths of the fringed dinosaurs to get the riders wet. After the final plunge, water mortars shoot a spray of water into the air as the raft reaches the bottom of the drop, pretty much guaranteeing a soaking.
On GRR, however, the riders are sprayed by leaking pipes in an old mill, by a waterfall inside a cave, and by a leaking log flume. There are no water cannons at the bottom of the plunge on GRR; instead you find yourself carried into the path of a geyser which jets water over the raft.
Now here's the thing: in addition to creating an environment and telling a story, both rides do their best to soak their riders, but GRR takes that a step further by making the soaking a natural extension of the ride environment and the story instead of simply adding squirting jets and water cannons to the experience.
Both rides deliver the watery thrills you expect them to, but the Disney attraction seamlessly integrates those thrills with the imaginary environment.
I think about gaming quite often when I'm at Disneyland; I never fail to be blown away by the attraction designers' ability to pull me into the environment.
And where do they begin? With the backstory. Even for something as mundane as a burger joint and a pizza parlor.
I agree with the notion that, all else being equal, a "pretty" dungeon - an adventure site which possesses a backstory and an a mix of design aesthetics - is better than one without; I would be very much at home among the players at
Fox Lee's table.
I know some gamers couldn't care less; they're in it for the action, and aesthetics and (most especially) backstory may not enter into that for them. This is where the "all else being equal" enters into the equation; like GRR and Jurassic Park riders want to get wet, roleplaying game players want an environment which lends itself to action. "Pretty" dungeons can't just be pretty - they need to offer that action as well.
I recently put together a description of
a tavern for
my Flashing Blades game. The backstory is that the "Sail-Needle" was once a sail loft before being converted into a tavern. The structure has high ceilings, reflecting its earlier use in manufacturing sails for the galleys and roundships of Marseille.
So what, right?
Because those ceilings are so high, the tavern has two large chandeliers to provide light for the guests. This provides the opportunity for a classic staple of cape-and-sword adventure, the chandelier swing, not only from a single chandelier, but rather a pair of them. In this example, the backstory plays directly into creating an environment conducive to action appropriate to the genre.
For some gamers, perhaps many gamers, things like aesthetics and backstory, the stuff that makes an adventure location "pretty," may make little difference, but, in my experience, for the gamers who appreciate them, putting in the effort to make the environment meaningful really enhances the experience of playing the game.