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» Economics » Computer strategy play » Topics begins with D » Dungeon Keeper

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The computer game Dungeon Keeper (English for "dungeon masters ") is a real time strategy play from the year 1997, in which the player transfers the role of the leader of a monster horde/hurdle. 1999 appeared the successor Dungeon Keeper 2.

The play draws out by its original scene, a Dungeon underground, and the reversal of the distribution of roles usual in Adventures: Here the player leads the monsters, the opponents is "the good "hero goal of the play is it, assistance of creatures as for instance Orks to defeat kites and Vampiren the heroes and rivaling Dungeon Keeper.

Dungeon Keeper

Play principle

At the beginning of the play starts the player with some Imps in such a way specified, which can dig courses and diminish gold or jewels. Different areas are built by the collected gold, begun with a vault, a sleep area and a chicken farm. In the further process certain areas attract also appropriate monsters. Thus one needs a library for example for Zauberer. The areas are built up not like buildings in other strategy plays than finished units built to separate piece by piece from small small boxes to the desired size.

As soon as one attracted some creatures, one must worry about further gold dismantling, because the creatures line up to each pay day, in order to let be paid. Also training in the training area costs money, which has as a consequence, which better trained monsters with their level in their content desires rise.

Beside classical Fantasyfiguren there are some new creatures with Dungeon Keeper also like the sadomasochistische iron virgin and the Teufler, a fettleibigen which sits down with Furzen and at the ends of its horns fastened Flegeln to the resistance. The strongest creature, that is to the Keeper at the disposal, is mentioned the D¤mon, Horny, which has however an incalculable mood and often the own troops with its scythe attacks.

In the own Dungeon the creatures act quite independently and follow automatically to the meal, sleeping and their respective work. Most creatures have a certain field of activity: Clearing-up, research, the building of doors and traps, guard or fight.

Determined races, for example spiders and flies, are disliked each other and fight each other mutually, if they run themselves unemployed over the way.

Act of violence and German youth medium protection

In order to achieve the goal of the play, some methods of the force are given to the player to the hand: In order to let its creatures work faster, one can strike or some from them exemplary torture it. In the prison one can leave opponents verhungern, in order skeleton creatures too receive, in the torture chamber information from them torment or her to the crossing force. Cemeteries are built, in order to stack corpses there, develop from those for Vampire. Beyond that contain the play an intermediate sequence, with which one - purely acoustically - can attend different torture methods.

The play passed the German youth medium protection with a release starting from 16 years. It was only easily defused, as the blood effects were reduced and some torture scenes were censored. These changes reach in the Registry and into two additional play files and can be simply removed.


As Keeper one can affect the events by spells. In addition one can pick and everywhere on the own area again throw its own creatures off from the Dungeon. Above all this possibility has a high weight in the play (see criticism).

A further innovative feature is that the player with "the symbiosis charm has "at any time the possibility of taking over control of any own play figure. As in a Ego Shooter he sees the play environment thereupon from the perspective of the figure and this can steer directly. Thus the player can evade independently to traps and use the abilities of the figure many more intelligently than artificial intelligence. The kind of the creature, with whom the symbiosis was entered, affects the representation of the environment, then for example Vampire of everything see rotstichig and flies with compound eyes. In play practice this at the time of the publication of the play unique function attains meaning if it one individual strategic impacts against the opponent to then implement wants or strange area to explore wants, in which one cannot throw its creatures off.


Weak point in the organization is that it is very simple to roll over opponents. Battles run out on the fact that one throws its creatures simply all on the combat scene.

The predominance of this function was justified by Entwicker Peter Molyneux with the time pressure, under which the developer team of Dungeon Keeper stood: The announced publication date was already far exceeded, and threatened the Publisher with attitude, if the developers had taken themselves still further weeks and months time, in order to change the combat system. The play appeared scarcely one year after the announced date.

Small weakness in the control is that areas and excavation zones only field for field can be built and/or selected.

Development, admission of the play principle

Dungeon Keeper was developed by Peter Molyneux, a well-known play developer, that sketched one of the first "God plays with Populous also ".

The play principle of Dungeon Keeper was transferred in the play Startopia, which appeared 2001, to a space station.

Dungeon Keeper 2

The play principle did not change with the successor. In addition came new creatures, area, spells and traps.

All refinement - the different traps and doors, the symbiosis charm taken over from the predecessor - however exclusively come in the singles match estimation ions to carrying, whose level organization and opponent are exactly co-ordinated with certain play elements.

In the free play, approximately in the multi-player mode, all this falls under the table: Because of the wall-tearing charm "earthquakes "one cannot create oneself no more by skillful building method a tactical home advantage, and an army, which consists of only one race, is most effective and roughly in the arena one high-trained.

Differently than with the predecessor it is no longer simple so to roll over the opponent since one cannot throw its creatures so simply indiscriminately any longer in the If one throws now a creature off in its Dungeon, then this (depending upon Statur) is and disabled about one until three seconds long. The player must therefore on it respects when it where which kind of monster into the fight throws.

The play atmosphere is not as dark long as in the predecessor: The announcer does not have a saliently deep voice more, and the player becomes approximately by the building one "casinos "for the creatures more a manager than a dark ruler.

Peter Molyneux was no more involved in the development of Dungeon Keeper 2.

Dungeon Keeper 3

A third part of the series was in planning. In a Trailer for this, which was contained in Dungeon Keeper 2, the main creature Horny entered the earth's surface, which pointed on the fact that the third part would play no more (exclusive) under, but (also) on earth. Due to the bad sales figures of Dungeon Keeper 2 were adjusted the work on the third part.

The company Bullfrog went later also into bankruptcy, and many for this play the responsible person developer went over to Lionhead, where they worked on Black and White and Black and White 2.

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