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it doesn't help that there's no local map toggle, either, like in the original
Oblivion isn't like that and it is hard to say whether this was deliberate decision to tap into that feeling of being lost, or if they just had not thought dungeons through like that yet. I do remember darkness also being more of a factor in the original which definitely promotes that feeling of directional disorientation.
I still don't mind the Obivion approach. Multi-directional caves can feel more sandbox-y and awareness of the Skyrim dungeon formula can take a little bit away from the surprise element that is supposed to come from exploration.
The only problem that I really have with Oblivion is that so many of them lack a focus. They feel generated. While I like open ended laybrinthian exploration, neither the forts nor Ayleid ruins possess any more structure in their floor plan than your typical natural cave. Its all corridors and functionless connector rooms.
its not bad i actualy find it better as dungeons going from point A to B with out even looking around is just been lack luster for me reason i liked the older games as it rewards you to explore more instead of going true it fast.