I can remember a few old Text Adventures that deliberately used this trick, to make the f**kers impossible to map out properly on grid paper. I can't remember which ones in particular, (At least a couple of the Infocom ones, if I recall correctly) but but the worst offenders either completely wrapped in on themselves, or used a nasty trick whereby you'd leave one room by a particular compass heading, and enter the next from a completely different direction.
<a href="http://www.antichamber-game.com/">Antichamber</a>, formerly "Hazard - The Journey of Life", is <i><b>exactly</i></b> the game you want. There was a (now-thoroughly outdated and probably unflattering) demo released a while back; I for one found it incredibly interesting.
If I remember correctly there was actually a Duke Nukem 3D map which exploited an engine "feature" such that the player could go something like 720 degrees on a circular map before arriving at the start point. I think it was a multiplayer map or something, can't quite recall. Was it called Lunatic Fringe or something? Those kinds of tricks were a bit easier to pull off in sector-based engines which exploited the fact that two sectors could occupy the same "space" so long as you couldn't see from one sector into the other in the same space. At least that was true for BUILD.
Thief has a few bits of this, especially in The Sword (Constantine's Manor). That has some splendid tricks, probably the most memorable being the door that opens into nothing and the foreshortened perspective illusion corridors ending in teeny doors. It's all the more effective because the mansion starts out pretty ordinary and gets more wrong the further you progress.
SMT: Lucifer's Call/Nocturne saves most of its nastiest games for the Diet Building, as noted above, but dots some trickery around elsewhere, too. I particularly like the prison where going through a portal results in you wandering around the same dungeon on the ceiling.
Was going to bring up Skara Brae, but Wizardry unsurprisingly got on that one first. Will have to settle for "you are in a maze of twisty passages, all alike", which I think is from 1976.
Doom didn't, or at least as far as I know it didn't. If it did... well, I wish I knew that when I was still mapping for it!Quote:
Originally Posted by Smashbox
I'm playing Halo: Combat Evolved at the moment, and Dragon Age 2 before that. Both of those use repeating rooms to great psychological effect. Going from one room in Halo into an identical room, and then another and another is a genius move to disorient and confuse the player. Likewise DA2, having each dungeon be the same means that the feeling of spookiness from the ghosts and demons present in the game is amplified:
"I'm sure we've been here before, Varric."
"No Hawke, it's dark magic that messes with your mind - your very perception of reality is breaking down!"
Realms of the Haunting has a few moments where they toy with spatial awareness. Not surprisingly, it features a sort of interdimensional travel (The Tower) and a maze (in Raquia).
The blood of the darkspawn has made all caves the same to me. It's as if I am experiencing permanent deja vu.