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Dungeon Keeper
North American box art
Developer(s)Bullfrog Productions
Publisher(s)Electronic Arts
Producer(s)Peter Molyneux
Designer(s)Peter Molyneux
Mark Healey
Programmer(s)Simon Carter
Artist(s)Mark Healey
Composer(s)Russell Shaw
SeriesDungeon Keeper
Platform(s)MS-DOS,Windows 95
Release
  • NA:26 June 1997
  • EU/AU:3 July 1997
Genre(s)Real-time strategy,god game,dungeon management game
Mode(s)Single-player,multiplayer

Dungeon Keeperis astrategy video gamedeveloped byBullfrog Productionsand released byElectronic Artsin June 1997 forMS-DOSand Windows 95. InDungeon Keeper,the player builds and manages adungeon,protecting it from invading 'hero' characters intent on stealing accumulated treasures, killing monsters and ultimately the player's demise. The ultimate goal is to conquer the world by destroying the heroic forces and rival dungeon keepers in each realm. A character known as the Avatar (resembling theAvatarfromUltima VIII: Pagan) appears as the final hero.Dungeon KeeperusesCreative Technology'sSoundFonttechnology to enhance its atmosphere. Multiplayer with up to four players is supported using a modem, or over a local network.

Dungeon Keepertook over two years to develop, and an expansion pack, aDirect3Dversion, and a level editor were released. Midway through development, lead developerPeter Molyneuxdecided to leave Bullfrog when the game was complete, which was the motivation for its success. Versions for theSega SaturnandSony PlayStationwere in development, but cancelled. The game received critical acclaim, with reviewers praising the uniqueness and depth.Dungeon Keeperwas re-released onGOGin 2011,Originin 2016, andSteamin 2024. A fan-mademod,KeeperFX,was released, which fixes bugs and adds features.Dungeon Keeperwas followed by a sequel,Dungeon Keeper 2,in 1999, and influenced games such asLego Rock RaidersandGhost Master.

Gameplay

[edit]
Navigating the built-up dungeon with the Hand of Evil

The player constructs and manages a dungeon, recruiting and catering for minions to run it and defend it from enemy invaders.[1][2]The primary method of control is the hand, used to pick up creatures and objects in the dungeon, carry them around, and drop them. The hand allows the player to 'slap' creatures and objects, and interact with them.[3]Dungeon Keeper'sgameplay exemplifies adark sense of humour.[4]

The Dungeon Heart represents the Keeper's link to the world. If it is destroyed, the player loses.[5]Along with the heart, the player begins with a small number ofimps,the generic work force for dungeon activities: they dig tunnels into the surrounding soil, capture enemy rooms and Portals, minegoldandgems,and set traps. Imps are obtained by using the Create Imp spell.[6]Slapping creatures forces them to work faster temporarily, but removes some of theirhealth.[7]Gold is obtained primarily by digging Gold Seams, and Gem Seams provide an unlimited supply, though take longer to accumulate. Gold is used to build rooms, cast spells, and train creatures.[1][8][9]To order the imps to dig a tile, the player need flag the tile.[10]Throughout the game, a "mentor" will advise the player as to various happenings and problems within the dungeon, as a sinister voiceover.[11]

Once the Imps are working, the player must then set up a basicinfrastructure:Lairs for monsters, a Hatchery (where chickens, which serve as food, are grown), and a Treasury. After connecting the dungeon to a 'Portal', minions will arrive. Minions include dragons, warlocks, and the horned reaper, as well as undead creatures such as vampires and skeletons.[1]As the game progresses, the player moves along a technology tree, unlocking further rooms and spells.[8]Rooms can only be built on tiles belonging to the player.[10]The player is red and the tiles are coloured accordingly. Other keepers have different colours, and the heroes are white. Unaligned creatures and rooms are multicoloured.[12]The player can build traps and doors, created in the workshop. Traps include lightning and boulder traps, the latter instantly killing creatures it comes into contact with. As with rooms, they can only be built on tiles that belong to the player. Traps are not built instantly; Imps need to place them on the blueprint.[8][13]The Temple is a room where creatures are made happy, and the player can sacrifice creatures to the dark gods. The gods may reward or punish the player, or be indifferent depending on the sacrifice.[1][5]

The dungeon has a fleshed-outecology:certain creatures are natural enemies. For example, Flies and Spiders are often found at odds with one another.[8]Common behaviours when a creature is angry include vandalising the dungeon and deserting the player.[8]The creatures are varied in their statistics; some excel at certain tasks, and others refuse to perform certain tasks. Which creatures enter the dungeon depends on which rooms the player has and how large they are; most creatures have prerequisites for entering service.[8]Creatures require paying regularly, and when 'Payday' comes, will head for the Treasure room to collect their wages.[14]Other ways to obtain creatures include imprisoning and torturing them, 'scavenging' (persuaded to defect to the player) from enemy keepers, and performing certain sacrifices at the Temple.[5][8]Creatures entering via the Portal are at the lowest experience level, and must gain experience, usually by training in the training room. Training creatures increases their attributes (such as hit points) and abilities (such as which spells they can cast).[8]Such spells include lightning bolts, rebounding projectiles, and increasing armour.[8][15]Creatures will frequently enter combat with heroes or creatures belonging to another keeper. Each creature has a star of the colour of the keeper it belongs to above it, displaying its experience level. The star is a health meter; as a creature takes damage, the spikes turn black.[16]The player has the ability to possess a creature, seeing the dungeon from itsfirst-person perspectiveand using its attacks and abilities. This is one of the spells; others include speeding creatures up, and healing them.[8][17]

A world map is available and, at the beginning, the player is allocated one of the twenty regions of a fictional, idyllic country to destroy. As the player progresses through these regions, each representing a level, the areas previously conquered will appear ransacked, twisted, and evil.[1]The goals for each level are straightforward: they generally fall along the lines of eliminating the heroic force or destroying all other Dungeon Keepers.[8]The first few levels are tutorials, teaching the player the basics.[1]Special items are hidden throughout certain levels. Such items perform actions such as increasing the player's creatures' experience level, or revealing the map. They can reveal a hidden level, where the player must perform a specific task, and is rewarded upon completion.[8]

Heroes will appear at various points and times, sometimes accompanied by a tunneller dwarf, who, like imps, are able to dig.[18]The dungeon can be protected from being breached by having the imps fortify the walls.[10]Heroes include giants, wizards, andsamuraiwarriors.[1]Most levels have a 'Lord of the Land', a heavily armoured knight, who must be defeated.[1][19]In the final level, the Avatar (resembling the Avatar fromUltima VIII),[1][20]the most powerful hero, appears as the Lord of the Land, and is resurrected after being defeated. He must be defeated again when he reappears with a large army.[1][8]

Multiplayer with up to four players is supported via amodemor over alocal area network(LAN).[1][21]The game features twenty multiplayer levels,[8]playable as single-player levels.[1]

Development

[edit]

Dungeon Keeperwas developed byBullfrog ProductionsunderPeter Molyneux,who wrote the game design, testbed, and the computer players and assistant.[8]In an interview, Molyneux explained that he came up with the ideas forDungeon Keeperwhile sitting in a traffic jam, and become so engrossed in them that when the traffic had moved, he did not notice.[8]Bullfrog's chairmanLes Edgarstated that the intention was to use theDungeons & Dragonstheme with "slightly weird Bullfrog humour".[22]Programmers Simon and Dene Carter also saidDungeon Keeperis a parody.[23]Dungeon Keeperis a simulation game because Molyneux viewed the villain's duty as a management exercise.[24]

Development began in November 1994 by the lead programmer, Simon Carter, and took two and a half years to develop.[8]The game used the engine forMagic Carpet,and the first version was merely scrolling around a map and enteringthird-person.[25]The engine was built byGlenn Corpes.[26]Molyneux then developed a 2D prototype containing features that made it into the final game. The prototype focused on constructing the dungeon, and included the Treasure room, Hatchery, Training room, and Dungeon Heart. The characters were designed by the artist,Mark Healey.[25]

The navigation system proved difficult to develop because computers of the time lacked power. Artificial intelligence was considered crucial, as the navigation and other aspects relied on it. According to co-designer Jonty Barnes, the team wanted the creatures complex without high computational costs. Healey came up with the idea of slapping creatures to make them work faster, and Barnes considered it a "great game decision".[25]A great deal of time was spent working on the user interface, and at one point the idea of having no interface was considered.[25]Carter stated that the team tried to make the sounds atmospheric and industrial so players got a sense of power. Using others' 3D sound routines proved troublesome, so he and his colleague Tony Cox wrote their own.[23]Dungeon Keeperuses lightingalgorithmsused inMagic Carpet,which provided effects such as fireballs lighting corridors.[27]

According to Molyneux, in May 1995 publisherElectronic Artstold him he had to shipDungeon Keeperin six and a half weeks. Though he satisfied their demands by producing another game,Hi-Octane,in the required time frame, his relationship with the publisher was strained.[28]

Development on the level editor began in May 1995. The first-person view was developed in September 1995, and the creatures had shadows added, which was believed impossible at the time.[8]Around that time, Barnes left the project to complete a degree at theUniversity of East Anglia,and returned in July 1996.[8][25]In November 1995, Barrie Parker began writing levels, and developed content for the script language.[8]Bullfrog tried to get a version out for Christmas 1995: it was originally scheduled for release in November 1995, and Molyneux, until September, believed that it would be ready by Christmas.[8][29]He explained that it was mostly complete, but wanted to make sure that it was "absolutely brilliant".[29]It was then the development team realised the game should focus on a living world created by the player.[8]A December 1995PC Zonepreview reported a feature that would have let the computer take control of the player's dungeon after logging out of an internet multiplayer game.[30]

In February 1996, Molyneux decided to focus on the project full-time.[8]According to Carter, the creatures were made frombitmaps,and there was around 90 megabytes of graphics data on screen as of April 1996.[31]In July 1996, Alex Peters joined the project and ported the game to Windows 95.Dungeon Keeperwas shown at theEuropean Computer Trade Showin September 1996,[8]and was scheduled for release in December.[29]It became evident that the deadline would be missed, and the release was pushed back to March 1997.[29]The final testing began in April 1997, andDungeon Keeperwas signed off in June.[8]Dungeon Keeperwas released by Electronic Arts for Windows 95 andMS-DOSin North America on 26 June 1997,[32][33][34]and in Europe and Australia on 3 July.[35][36]Sega SaturnandSony PlayStationversions were in development and due for release in 1997,[23][37]but cancelled.[38]An internet version was in development, and would have supported up to 250 players.[39]

Carter wrote and organised 800,000 lines of code.[8]Richard Ridingsprovided voice-overs such as the overworld mentor.[11][40][41][42]The music was composed byRussell Shawand, according to Healey, this came late in development.[25]The prospect of working onDungeon Keepermotivated artist and former Bullfrog employeeGary Carrto return fromThe Bitmap Brothers(he had left Bullfrog because of a disagreement with Molyneux onTheme Park),[43]but he was assigned toTheme Hospitalinstead.[44]Healey produced 90 per cent of the graphics.[43]Most of the creatures were the team members' ideas, although Molyneux was involved with the Imps.[45]Healey designed the Horned Reaper (who is based on an ex-girlfriend of his),[46]who ultimately become the game's mascot.[45]According to Molyneux, each character takes 1024 bytes of memory.[27]The game as it ended up was developed mostly in the final few months: the team started again from scratch long into the development cycle because they felt it played likeCommand & Conquer.[47]Before the redesign, instead of having Imps dig the gold and minions entering through portals, the game had the player dig gold and use it andmanato create minions.[48]The redesign included the replacement of the 3D graphics engine with a 2D one and the rewriting of the user interface.[48]

Molyneux was impressed with the creature's navigation code: he stated that it is the largest piece of code, and that players could change the map repeatedly and creatures will still find routes to their destinations.[49]Molyneux also liked the fact that the game adapts to the player, enabling the choice of the preferred methods and strategies,[49]and stated that his favourite part of the game is how the player digs out rather than build up, meaning the player has heavy involvement in building the level.[45]He stated that he was proud ofDungeon Keeper's concept, but remarked that doing original things takes time.[48]He also liked that people were unable to describeDungeon Keeperin any particular way.[8]Molyneux disliked the user interface, saying the team overdid the control panel, and commented that it was a reminder that the player was playing a video game. This was a key reason the user interface of his next video game,Black & White,did not featurepanels,buttons,oricons.[50]Molyneux also disliked the lack of opponent personality, and some features being hidden too well, including (according to him) a cheat code that made the mistress creature naked.[51]In a 2000Game Developers Conferencedemonstration ofBlack & White,he stated that it remained undiscovered.[51]

Dungeon Keeperwas Molyneux's final project with Bullfrog before he left in July 1997 to formLionhead Studios,[52]and after completion, he stated that he wanted to make "the coolest game ever".[8]Molyneux decided to leave Bullfrog in July 1996 due to frustration over corporate meetings and other management responsibilities that ensued after it was sold to Electronic Arts in 1995. He intended to leave as soon asDungeon Keeperwas complete,[53]and his departure was one reason he wanted to make the game good.[8]As a result of Molyneux's decision, Electronic Arts asked him to leave its offices, but Molyneux wanted to continue development, so the team moved into his house.[25]Molyneux, Mark Webley, Tim Rance, andSteve Jacksonmade the decision to found Lionhead whenDungeon Keeperwas nearing completion.[52]In 2017, Molyneux expressed regret at leaving Bullfrog, and explained that he was drunk when he handed his notice in, and that it was "such a silly thing to do".[54] A sequel,Dungeon Keeper 2was released in 1999,[55]and the series was rebooted byMythic Entertainmentwith the release of a remake (also titledDungeon Keeper) foriOSandAndroidon 30 January 2014.[56]

SoundFont support

[edit]

The game uses SoundFonts to provide additional ambient sound effects. ASound Blaster AWE32orAWE64is required to use this feature.[57]The player can load a SoundFont and use it for ambient sound effects. Customised SoundFonts can be created to personalise the dungeon.[58]The game features three SoundFonts, one of which is loaded at game startup,[58]and Creative offered sampleDungeon KeeperSoundFonts for download.[59]

Expansions

[edit]

Anexpansion pack,The Deeper Dungeons,was released on 26 November 1997.[60]It features fifteen new levels each for single player and multiplayer, and an improvedartificial intelligencefor the enemies.[61]The Avatar also reappears in the final level.[1]A Direct3D version, which brought improved graphics and3D accelerationsupport, and a level editor were released for the game.[61]

KeeperFX,an abbreviation of "Fan eXpansion" was released in 2010, and has been regularly updated since. This mod increases compatibility with later versions ofWindows,fixes bugs, and adds features such asTCP/IPmultiplayer support and higher screen resolution options.[62][63][64]

Re-releases

[edit]

The game was re-released in 1998 asDungeon Keeper Gold Edition,which included theDeeper Dungeonsexpansion as well as aDungeon Keeper-baseddesktop theme.[65]In Japan, a similar edition was released asDungeon Keeper Premium,[a]under the EA Best Selection brand.[66]This version included the content from theGoldrelease, as well as both Japanese and English text and audio options.[66]

TheGoldversion was re-released intodigital distributiononGOGin June 2011.[67]GOG launched amacOSversion in October 2012.[68]The game was available there free of charge for a few days in February 2014.[69]In October 2016,Dungeon Keeperwas released free of charge onOrigin,[70]via its "On The House" programme.[71]

Reception

[edit]

Dungeon Keeperreceived critical acclaim. The gameplay and uniqueness were its most heavily complimented aspects. Chris Lombardi ofComputer Gaming Worldpraised the multiplayer mode, saying that it "promises to be extraordinarily rich and subtle". His conclusion was thatDungeon Keeperis "The most unique game in years; stylish, multifaceted, and as deep as the pits of hell".[21]Game Revolution'sreviewer agreed with Lombardi by believing that "Dungeon Keeper is a revolutionary, terrific game", and also complimented the "terrific" graphics and the "nearly as impressive" sound.[75]Rob Smith ofGameProargued that the multiplayer gameplay wasn't really a radical departure from other real-time strategy games, but the "bad guy" role and particular sense of humour make it stand-out. He added that the game benefits from strong music, sound effects, and overall depth.[82]Gamezilla's Chris McDonald called the game a "classic" and concluded, "Any real-time gamer with a yearning for the dungeon life and the nerve to slaughter an army of Monks, Fairies and Lords will be pleasantly surprised with Dungeon Keeper".[80]PC GamerUK's James Flynn praised Bullfrog's attention to detail, calling it "amazing", and reiterated others' views by describingDungeon Keeperas "A stunning achievement".[77]

In a 2001 review,PC Zone,like Gamezilla, called the game "classic", but also criticised its "repetitive" gameplay.[78]Trent Ward ofGameSpotremarked "It's a rich strategy game that is both intuitive and challenging, both innovative and polished", and felt the game was "among the best games released so far this year".[74]Gamezilla andPC Zone's beliefs were echoed by a reviewer ofEdge,who described the game as a "masterpiece".[73]Another reviewer who agreed was fromComputer and Video Games.He describedDungeon Keeperas "totally awesome!", and praised the flexibility and detail.[33]A reviewer ofJeuxvideocommended the replayability and sound effects.[76]Robert Mayer ofComputer Games Strategy Pluscomplimented the humour, sound, and the 3D view, and liked the elements working together, but criticised the artificial intelligence.[34]Next Generation'sreviewer lauded the sense of humour, describing it as typical of Bullfrog, the "dark and edgy" soundtrack, further saying it mixes mediaeval themes with guitar sounds, and the gameplay's addictiveness. The only criticism was the "occasionally weak" artificial intelligence.[79]Reviewers from the French magazineGénération 4were highly complimentary: one reviewer commented thatDungeon Keeperis in-betweenWarcraftandTheme Parkdue to its creature management and real-time combat, and also believed that it is hard to leave a level after winning.[81]Another reviewer describedDungeon Keeperas "The game of the year!".[81]The magazine also listedDungeon Keeperas their top PC CD game of summer 1997.[83]

Dungeon Keeperwas a finalist in theSoftware Publishers Association's 13th Annual Excellence in Software Awards Best of 1997Codie awardsfor Best Strategy Software Game.[84]In 1997,Dungeon Keeperappeared #4 onPC Gamer's list of top 100 games,[85]and, in June, was named as their Game Of The Month.[77]In June 2014,The GuardianlistedDungeon Keeperas one of Britain's 30 greatest video games.[86]

At theAcademy of Interactive Arts & Sciences'inaugural Interactive Achievement Awards(now known as theD.I.C.E. Awards),Dungeon Keeperwon "PC Role-Playing Game of the Year"and was nominated for" Computer Entertainment Title of the Year "and"Outstanding Achievement in Interactive Design".[87][88]

Sales

[edit]

During 1997,Dungeon Keepersold 113,407 copies in the United States alone.[89]It received a "Gold" award from the Verband der Unterhaltungssoftware Deutschland (VUD) in August 1998,[90]for sales of at least 100,000 units across Germany, Austria and Switzerland.[91]The game's global sales reached 700,000 copies by 2003. Molyneux considered it a "missed opportunity" in comparison to his earlier games such asTheme Park,which sold millions of units.[92]

Impact and legacy

[edit]

Many reviews of video games that have similar elements mentionDungeon Keeperas both an influence for the designers and a standard for comparison. These include:

Dungeon Keeperwas referenced inTheme Hospital's introduction scene twice: a doctor is briefly seen playing a console version, and the Horned Reaper makes a cameo appearance as a patient.[104]Early concept art forBlack & WhiteusedDungeon Keeper's Horned Reaper to represent creatures.[105]The Horned Reaper unit was so popular that the producers ofDungeon Keeper 2made it a character with an important role in the game's story.[106]Dungeon Keeper's engine was an inspiration forMinecraft.[26]

See also

[edit]

References

[edit]
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  2. ^Rick Lane (14 February 2016)."Remember when Dungeon Keeper was good?".Eurogamer.Retrieved31 October2016.
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Sources

[edit]
  • Melissa Tyler; Shin Kanaoya (1997).Bullfrog's Official Guide to Dungeon Keeper.Prima Publishing.ISBN978-0-7615-0714-7.
  • Danjon Kīpā Puremiamu Yūsha Gekitai Gaidoダンジョンキーパープレミアム dũng giả kích lui ガイド[Dungeon Keeper Premium Hero Repel Guide] (in Japanese). Tokyo:NTT Publishing.1998.ISBN978-4-87188-897-4.
  • Bullfrog (1997).Dungeon Keeper manual.Chertsey: Electronic Arts.

Footnotes

[edit]
  1. ^Dungeon Keeper Premium(ダンジョンキーパープレミアム)
[edit]