After a rather frustrating time playing PG this past Sunday, I decided to share some thoughts on basic dungeon design as the game seems to indicate. As always, I hope this feedback will be useful to the developers (it is an alpha version after all), and encourage some discussion of these issues. Scenario: Three players in a group decided to go into the Crypt for an afternoon of adventure. The primary combat skills of the players was a 30 sword, a 25 sword, and a 15 archery, each with a variety of secondary skills active. We spent about 2 hours adventuring in the Crypt, a good bit of it inactive. Issues. Breaking the group. There were several occasions where the group was isolated from each other, and unable to function. The level 1-to level 2 portal is a significant design issue for groups. Normally, a 1-way portal isn't an obstacle for a solo player, but it presents becomes increasingly important with groups. Regrouping usually required all trapped on the second level to suicide. Death on level 2. A death in the second level of the dungeon allows the dead character to revive at the entry to level 1, breaking the party. It was exceedingly difficult for the 1 character to return solo to the group. Portal to level 2. The portal to level 2 only opens in response to some event (possibly killing the level 1 boss mob). The bigger issue is there appears to be a time limit on this portal. On at least one occasion, all three of us did not use the portal in the time allotted. Multiple groups. The dungeon is cramped. There is no place where multiple groups can effectively hunt in the dungeon. There are no niches where a group can camp a set of mobs while other groups move through. There wasn't space to 'leap frog' another group without mass confusion. Linear design. The linear nature of the design ensures that the dungeon can support only a fixed number of groups at a time. Every place is 'on the way' to another place deeper in the dungeon, and there's no reason to not go in deeper. Many quests basically encourage constant movement, get to a specific location or kill these mob types. Conclusions: This situation was very frustrating. But it did make me think that the design incorporates some fundamental scaling issues. The layout of the dungeon, while pleasing, seemed more appropriate for a single-player game. At several points, when the group was broken, it relied on the ability of 1 player to solo the first level (including rhinos and boss) to regroup. Even for the highest skilled player, this proved very difficult to do. Maybe Project: Gorgon, in its current inception, would be more suited as a single player game.