Today, I'm thinking about dungeons and how the best ones often employ "Entry Point" concepts from design theory.

Well-designed entry points in design promote additional interaction. The 3 key elements for good ones are minimal barriers, points of prospect, and progressive lures.
Every design or environment has an entry point. Newspapers have their masthead. Books have their covers. Stores have storefronts. And dungeons have entrances—both obvious and hidden.

The point is to get people "inside" and interacting with the content on its own terms.
1. Minimal Barriers. Barriers should not encumber entry points so much that they completely dissuade passage.

This can be aesthetic (ugly storefronts) or literal (cramped parking lots).

In dungeons, these are entries that lack intrigue, appear unsolvable, or too dangerous.
Example: The West-gate of Moria. It's a secret door, but it's known via Gandalf and rumor. It's locked, but the riddle clearly opens it. Moria is dangerous, but the gate doesn't appear too dangerous.

If The Watcher were awake at the beginning, they'd move on. Too many barriers.
2. Points of Prospect. Entry points should give users some means of orientation. They need to intuit the larger whole of the dungeon.

In an IKEA, this is the entrance with a map. In a dungeon, this is the receiving hall or obvious service tunnel or "back door."
Example: Classic dungeons normally have this built-in by being more dangerous the deeper you go. That verticality is part of its orientation.

Other points of prospect: clear disuse, watch posts, storage rooms, or auxiliary tunnels.
3. Progressive Lures. Lures should be used to pull users through the entry point. Headlines on a newspaper, a hostess at a restaurant, or a display of popular products are good real-life examples.

In a dungeon... well, it's a treasure, rumor, or sign of something deeper.
Example: Indiana Jones' bypassing traps because he knows there's an idol on the other side is a famous example.

But treasure is just one option. There are also timely opportunities—like retreating monsters—or a threat on the outside that frames the dungeon as an alluring refuge.
Obviously, these concepts already exist in our industry, but they're also not new to RPGs.

This means inspiration and dialogue can extend far beyond historic RPG precedence or RPG-like media.

So, next time you build a dungeon entrance. Entertain this: what would IKEA do?
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