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Author Topic: Dungeon Keeper  (Read 9400 times)

Kagus

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Dungeon Keeper
« on: May 27, 2012, 05:54:12 am »

Quite surprised we don't actually have a proper thread on this...  Probably just one that was lost to the ages of time or something.


In any case, Dungeon Keeper (and I'm tacking on Dungeon Keeper 2 here as well, it may not be the original but I do feel it deserves its name and place in the series) is a real-time strategy game from the late nineties, developed by Bullfrog and adored by many underground enthusiasts.  I'm not going to go into too great detail describing the game here, because if you haven't played it or don't know about it already then you need more than just a few lines of text here from me, and should quickly endeavor to get your hands on some proper info forthwith.  It's a true classic and is an adored and cherished title taking a place of honor in the collections of old-school gamers and troll fanciers alike.  A real treat.


Now, onwards and downwards...  I've been watching a couple videos of DK lately and started reminiscing about all the good times we had together, so I figured I might see if I could throw a spark into resurrecting some interest around here, and we can all have a grand time thinking of darker, danker days.

Much as I would also like to gripe about the series getting first stomped and then sold out to China for an MMO, or tweaked and twisted into Dungeons, there's not much constructive that can come from that and there are also a number of talented individuals out there doing their damnedest to make a proper spiritual successor to these gems.  Best to just focus on the good times, and maybe see if we can't get a couple people brushing the dust off to play a level or two.


So, show of support lads!  How do you like to serve your evil?  Any favorite creatures or tactics?  Tips and tricks?  Care to discuss the differences between the two titles, and the strengths and weaknesses of both?

Ever used boulder traps offensively, lining them up and smacking them into the enemy keeper's dungeon for chaos and enjoyment?

Sonlirain

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Re: Dungeon Keeper
« Reply #1 on: May 27, 2012, 06:33:58 am »

I can proclaim i passed both DK1 and DK2... and TBH i liked DK2 more.

The creatures were a heck of a lot smarter and the game itself was a lot more forgiving due to balance and gameplay changes. For example creatures were usually knocked (with several exeptions like skeletons and vampires) out instead of dying instantly and the boulder trap became singnificiantly weaker and instead of plowing through your entire army the boulder would usually break on the third or so creature.
I also liked the shift from gold based spellcasting to mana (generated by praying at the temple and controled titles) since it let you use spells far more than you otherwise could unless you found a gem vein.

The dungeon inhabitants also shifted from game to game.
In DK1 it was mostly animalistic creatures like Daemon Spawn Beetles Spiders Fireflies while DK2 focused on more humanoid creatures like Goblins Rouges and Dark Knights making the dungeon feel more like a evil outpost than a cave with animals for low level MMO noobs to level in.
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Sordid

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Re: Dungeon Keeper
« Reply #2 on: May 27, 2012, 06:39:06 am »

Oh yeah, I loved DK. I actually went and bought a copy from gog.com recently, but I haven't had much time to play it.
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Mictlantecuhtli

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Re: Dungeon Keeper
« Reply #3 on: May 27, 2012, 07:11:21 am »

Dungeon Keeper 1 will always be the best.
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Kagus

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Re: Dungeon Keeper
« Reply #4 on: May 27, 2012, 11:13:09 am »

I can proclaim i passed both DK1 and DK2... and TBH i liked DK2 more.

The creatures were a heck of a lot smarter and the game itself was a lot more forgiving due to balance and gameplay changes. For example creatures were usually knocked (with several exeptions like skeletons and vampires) out instead of dying instantly and the boulder trap became singnificiantly weaker and instead of plowing through your entire army the boulder would usually break on the third or so creature.
I also liked the shift from gold based spellcasting to mana (generated by praying at the temple and controled titles) since it let you use spells far more than you otherwise could unless you found a gem vein.

The dungeon inhabitants also shifted from game to game.
In DK1 it was mostly animalistic creatures like Daemon Spawn Beetles Spiders Fireflies while DK2 focused on more humanoid creatures like Goblins Rouges and Dark Knights making the dungeon feel more like a evil outpost than a cave with animals for low level MMO noobs to level in.

Not common to find someone who prefers the second one.  Personally, I rank them both at about the same, they both have their strengths and weaknesses.  I do prefer the wounding/unconsciousness aspect of DK2 over the system they had in the original, I will admit.  Even if it did result in a bunch of last-petal heroes lying around the place before finally coughing up the gold (that particular aspect was a bit odd), it seemed more natural that way and it made a universal constant, rather than having to wonder who had what turned on or not.

However, I actually prefer the workshop system from the original.  While I can clearly see the advantages of having an on-demand ordering system (one which I used to great effect, or at least used a lot), it also meant that your trolls and whatnot often went without work, and you'd have to get them to it when you finally wanted something done.  In the old system, you couldn't choose what got produced, but there was a constant stream meaning the workers always had something to do and also meaning that a larger workshop with more workers would have a larger stockpile of more varied wares, which just makes sense.  And yes, the old boulder traps were just hysterically powerful...  But then again the ENTIRE trap system in DK1 was much more powerful, as all the tile traps in DK2 had effectively one shot before becoming useless, thanks to units being able to just slash at them from outside their reach.

As for the shift from gold to mana, I honestly am not sure how I feel about that.  While I do kind of like the extra resource to manage and the kind of gameplay complexity you can add in there, I also can appreciate the greater importance of gold and wealth in the original.  In DK2, if you had enough mana and the Create Gold spell, you had everything.  Which, while slightly off-balance, also allows for levels like Stonekeep where you're just sitting around and leeching off your mana supply in the shadows while trying to find something else to take the pressure off.  There's a balance to be struck here, and I'm not sure either game really got it just right.

I'm also a great fan of the wageless skeletons, it makes sense and it gives the possibility for making a proper undead horde.  Or, if you so desire, a constant mana factory with the addition of a temple.


I quite liked the animalistic critters from DK1, but then again that's me, hehe...  And DK1 still had mistresses and warlocks and vampires...  And if we're going to count goblins in there as humanoids, I'll also mention trolls, orcs, skeletons and of course the horned reaperS.  But yes, with rogues, black knights, mistresses, warlocks and even the dark angels in DK2, you could say that things grew slightly more humanoid there.

raptorfangamer

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Re: Dungeon Keeper
« Reply #5 on: May 27, 2012, 03:57:31 pm »

I once played trough a level and warped a level 10 dragon to the next level, as soon as I dug into the enemy I made a dragon rush and destroyed the enemy dungeon trough possession.
Good times.

by the way, did you guys hear about War for the Overworld? some guys thought about making an spiritual successor to dungeon keeper and they already have a team set up, looks pretty good so far, anyway, heres the link if you are interested on it. Linky Linky
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Neonivek

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Re: Dungeon Keeper
« Reply #6 on: May 27, 2012, 04:14:15 pm »

I once played trough a level and warped a level 10 dragon to the next level, as soon as I dug into the enemy I made a dragon rush and destroyed the enemy dungeon trough possession.
Good times.

by the way, did you guys hear about War for the Overworld? some guys thought about making an spiritual successor to dungeon keeper and they already have a team set up, looks pretty good so far, anyway, heres the link if you are interested on it. Linky Linky

Everytime I hear "A game comming out like dungeon Keeper" it ends up being a disapointment. Like Dungeons.

I realise Dungeons didn't try to be like Dungeon Keeper but they certainly tried hard enough to be compared to it.

*Checks site*

Well it didn't take very long. No it isn't going to be a spiritual successor of Dungeon Keeper. It is just borrowing elements.

It is basically a "What if dungeon keeper was a Real Time Strategy game with personal levels?" then a "Lets make a game that is going to be like Dungeon Keeper 3".
« Last Edit: May 27, 2012, 04:16:38 pm by Neonivek »
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nenjin

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Re: Dungeon Keeper
« Reply #7 on: May 27, 2012, 04:26:22 pm »

Quote from: Neonviek
Everytime I hear "A game comming out like dungeon Keeper" it ends up being a disapointment. Like Dungeons.

I realise Dungeons didn't try to be like Dungeon Keeper but they certainly tried hard enough to be compared to it.

Yeah, sorry about that. :P

People keep trying to tamper with the DK formula without getting what really made DKII so good. (I prefer DKII.) People just want a really good dungeon ecosystem simulator. Not quite The Sims in a dungeon, but a well thought-out, bad guy-based dungeon building game.

Evil Genius got so close to this vision it makes me sad every time I play the game. It may not have met DKII's minions in terms of gameplay, but it understood that it's not really about the fights in game like that, it's about the day-to-day operations of your dungeon/whatever, and seeing where the quirks in your design are.

The premise is right there staring you in the face, it's kind of infuriating someone hasn't truly taken hold of it yet.

1. You're an evil wizard.

2. You need a lair to be an evil wizard in, so you construct one.

3. You need stuff in that lair to protect you from heroes. The more, the better.

4. That "stuff" needs to be taken care of and should have a life of its own.

5. Heroes come to try and kill you, and run afoul of your dungeon.

Going totally off topic here for a moment, but think about how dungeons are in games today. By and large, they're not designed to prevent adventurers and explorers from getting somewhere, they're designed to facilitate it. Dungeons aren't built defensively in your standard RPG, they're built ergonomically. They're also often not built for immersion. There are usually no "living quarters" for stuff in dungeons outside of Bethesda games. There aren't "lairs" for the denizens of the whole dungeons, usually just the big bosses. Treasure rooms are at the end of well-seen corridors and you're not ever expected to miss them. The bosses' lair isn't hidden behind 5 sets of secret passages, it's behind a massive door in a well-lit passage that the whole dungeon leads to.

Flouting that logic is what made DKII so fun to me. You could build a believable, internally consistent dungeon that was both flavorful and practical, the kind a pen and paper GM might cook up. And then you could turn the whole simulation lose, and re-tweak it. You end up with a dungeon where there are minor treasure rooms and secret mega-treasure vaults, barracks and kitchens, your spiders living in one lair over here and your ghouls living in another lair over there (probably around a cemetery) and THEN a defensive labyrinth protecting the whole thing.

And then you start to wonder why other dungeons in other games are so damn boring.

A real dungeon management sim is one of those things I'm praying Kickstarter will help bring to life, somehow, some way. One that understands how to take sim management and fantasy tropes and make them work together. I loved the personality clashes between monsters you hired in DKII. I wished that there were more in the way of specific needs that set monster types apart from each other....kind of in the way DF dwarves want tables and chairs and such. Having a bad ass zombie dragon in your dungeon would mean he needs a crypt lair to hang out in with plenty of bones, or a dark knight wants a 3x3 room with an armor stand and a torture device. Things of that nature. I want a game where, like in DKII, the heroes are a minor part of the whole thing compared to how deep the simulation is in terms of managing and constructing your dungeon.

And because I can't help but take a shot at Dungeons...it totally missed that point entirely. Even though you had a lot of dungeon management in Dungeons, the focus was ultimately on....the heroes. All the skill trees and Dungeon Lord spells couldn't cover up that fact.

It's a finite point of reasoning, but here it goes: a dungeon SHOULD exist because it's a place where an evil doer calls home, and it's in the evil-doer's interest to make their home as difficult for outsiders to get through as possible. (And as interesting for themselves to live in.)

The logic that gets presented in most video games now: dungeons exist because heroes need a place to feel heroic. And Dungeons, the game, is basically the poster child for that mentality, and is the polar opposite of what made DKII a game for the ages.

I really enjoyed just playing the largest sandbox level on DKII over, and over and over again. I tried to make things as thematic as possible. Which usually had the unfortunate result of a dwarf tunneling through side of my dungeon at an inconvenient place. I know a friend of mine's sister built a dungeon that was basically designed as a race track for hungry monsters. She'd get them really hungry, then place a chicken on the ground in front of them and they'd all mob after it. Then she'd pick it up and drop it a few yards ahead. I don't know if she ever even turned on heroes.
« Last Edit: May 27, 2012, 05:09:13 pm by nenjin »
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Neonivek

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Re: Dungeon Keeper
« Reply #8 on: May 27, 2012, 05:03:03 pm »

Quote
Evil Genius got so close to this vision it makes me sad every time I play the game

Evil Genius is a sad game in it of itself. It is probably the best example I can think of, of a game that could have been great had it smoothed over some gameplay aspects (Such as a "Evil acts" indicator that tells you how scouted a place is) and fixed a few glitches.

It already had everything it needed to be a great game.
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Vattic

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Re: Dungeon Keeper
« Reply #9 on: May 27, 2012, 05:22:48 pm »

I preferred the first one but think the second one did have better mechanics in areas. Stunning creatures when you drop them near foes being one I like. I also liked how much easier it was to get a group of creatures to follow the one you are possessing. I enjoyed the humour more in the first and think the lower resolution graphics helped the game, bits of the second seemed cartoony for the added fidelity.

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Alkhemia

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Re: Dungeon Keeper
« Reply #10 on: May 27, 2012, 06:09:00 pm »

My favorite games second to DF of course the fan-made 3rd ones supposed to come out this year. I hope
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ZebioLizard2

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Re: Dungeon Keeper
« Reply #11 on: May 27, 2012, 10:32:33 pm »

You'd think some ascii games would try the formula as well.
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Re: Dungeon Keeper
« Reply #12 on: May 27, 2012, 10:52:49 pm »

You don't say... :P
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Re: Dungeon Keeper
« Reply #13 on: February 13, 2013, 10:53:45 pm »

Rise topic! Breath once more!

So, got this a while ago on gog and just started playing. All I have to ask is are there any recommend graphics mods or anything? Its just so hard to see anything with the blur of pixels.
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Anvilfolk

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Re: Dungeon Keeper
« Reply #14 on: February 14, 2013, 05:31:13 am »

Did you get the first one or second one? Either way, I think there's a way to get a nicer resolution, by pressing "r" or somesuch. Perhaps in the options?
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