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Editorial The Digital Antiquarian on the Rise and Fall of Dungeon Master

Infinitron

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Tags: Dungeon Master; Dungeon Master II: The Legend of Skullkeep; Dungeon Master: Chaos Strikes Back; FTL Games; The Digital Antiquarian

The Digital Antiquarian has penned a new entry in his irregular series of articles chronicling the history of computer RPGs in the 1980s. This time he discusses the influential Dungeon Master series of real-time first-person dungeon crawlers - its origins, its development, its initial success, and its eventual downfall. Here's an excerpt from the downfall part, because this is the RPG Codex after all:

Unfortunately, FTL proved to be like their competitors in that their own later efforts also pale in comparison to the first Dungeon Master. Making the game had been an exhilarating experience, but as draining as any other difficult artistic birthing. Comparisons to the world of film abound among the FTL alumni. Nancy Holder learned a new sympathy for movie directors, who, after finishing a movie, “sometimes take years before they direct another,” while Wayne Holder recalls “Robert Rodriguez’s comment that all he wanted to do when he made El Mariachi was to make enough money to make another film. He was not prepared for it to be successful, and I felt exactly like that.” Given FTL’s focus on technology almost for its own sake, and given that they already had a proven, hugely successful design on their hands, it was easy — perhaps a little too easy — to just focus on making all of the ports as good as they could be, on engineering gadgety distractions like that MS-DOS sound adapter. Wayne Holder’s claim in 1988 that the technology they’d developed for Dungeon Master would soon allow FTL to pump out four to six games every year sounded hugely overoptimistic even then, but FTL’s failure to serve up anything new at all for long, long stretches of time is nevertheless a little shocking. He often claimed that FTL had “several” titles in development using the Dungeon Master technology, among them an intriguing-sounding horror game that comes up in a number of interviews; it might just have marked the beginning of the survival-horror genre several years before Alone in the Dark. We also heard regularly of a science-fiction scenario, possibly a sequel to Sundog. Neither ever materialized; it appears there was quite a lot of wheel-spinning going on at FTL. Wayne Holder’s dream of making FTL the Infocom of CRPGs petered out in the face of their failure to actually, you know, make games. FTL became an Infocom that could never quite get past Zork.

Doug Bell notes the failure to build on Dungeon Master in a timely way as his greatest regret from his days with FTL: “We got so busy doing ports of the game that we didn’t end up creating enough scenarios.” Wayne Holder believes FTL’s single biggest mistake to have been not to have sold their in-house Dungeon Construction Set, quite a polished creation in its own right, and “let people create their own stuff. I was afraid it would dilute the whole cache, and people would come up with tacky stuff, but people like to author stuff.” One can imagine an alternate timeline where FTL did what they so obviously most loved to do — work on technology — and let others make games with it. Ironically, some of the more ambitious Dungeon Master obsessives reverse engineered the data format and essentially did just that; as already mentioned, a number of dungeon editors of various degrees of utility were among the products of the third-party cottage industry spawned by Dungeon Master. None, however, had anything like the polish or clout to create a community for entirely new games running in the Dungeon Master engine. An official FTL Dungeon Construction Set might just have had both.

When it did arrive on the Atari ST two years after the original, the first semi-sequel felt a little anticlimactic and a little disappointing. Originally planned as a mere expansion pack and turned into a standalone game only at the last minute, Chaos Strikes Back ran under almost exactly the same engine as its predecessor, yet was considerably smaller. Even its box art featured the same picture as the original, cementing a difficult-to-avoid impression that FTL hadn’t exactly gone all-out to make it everything it could be. Perhaps worse, Chaos Strikes Back catered strictly to hardcore Dungeon Master veterans. It implemented nothing like the masterful learning curve of its predecessor, and stands today alongside Wizardry IV as one of the toughest, most nasty-for-the-sake-of-it CRPGs of its era. There are hardcore players that love it; I’ve seen the originalDungeon Master gleefully described as nothing more than an extended training ground for thereal fun of Chaos Strikes Back. But, while making a hard-as-nails game may not be an illegitimate design choice on its own terms, it was a commercially problematic one. In being so off-putting to newcomers who might wish to jump aboard midstream, Dungeon Master was all but ensuring that every successive title in the series would sell worse than its predecessors. This marks the one unfortunate place where FTL blindly followed the lead of Sir-Tech and Wizardry instead of blazing their own trail.

What FTL themselves came to consider the first proper sequel, Dungeon Master II: The Legend of Skullkeep, arrived only in 1994, almost seven years after the original. By now the Dungeon Master mania had long since died away, and FTL, for all those years a one-product company, was in increasingly dire straits as a result. The situation gave this belated release something of the feel of a final Hail Mary. And like most such, it didn’t work out. Rather astonishingly for a company that had built its reputation around technical innovation, Dungeon Master II was painfully outdated, still wedded to the old step-wise movement long after everyone else had gone to smooth-scrolling 3D environments in the wake of Ultima Underworld and Doom, the very titles the original Dungeon Master had done so much to inspire. It garnered lukewarm reviews and worse sales, and FTL went out of business in 1996.
Slam dunking - it's harder than it looks.
 

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:negative: A Gamasutra editor who hasn't even heard of Dungeon Master... Game journalists, game journalists never change.

"Dungeon Master? Whuzzat?" looks at screenshots "Oh, a Grimrock clone, got it!"


Seems like a nicely done and well-researched article - waiting for a slow work day to get to read it.
One thing I have to wonder, though:
What FTL themselves came to consider the first proper sequel, Dungeon Master II: The Legend of Skullkeep, arrived only in 1994, almost seven years after the original ... Dungeon Master II was painfully outdated, still wedded to the old step-wise movement long after everyone else had gone to smooth-scrolling 3D environments in the wake of Ultima Underworld and Doom...
I know at least Anvil of Dawn came out even after DM2 (1995) and was still grid based+RT, albeit with smoother transitions. I think it was really mostly the time gap inbetween DM+CSB and DM2 that did them in.
 

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I think it's important to underline that 7 years was an absolutely huge time gap back then.
Before the mid 90, sequels use to come 1/2 years apart, 3 years at most.
So 7 years between 1987/1994 is something like 15 years now, the only sequel to a big commercial hit that could be comparable in modern time would be Duke 3D to Duke Forever.
 

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http://www.gamasutra.com/view/news/...eating_the_classic_80s_RPG_Dungeon_Master.php
Video game history buff Jimmy Maher has published a great retrospective look at the development history of Dungeon Master that's worth reading if you, like me, had never heard of this early real-time dungeon crawler.
:negative: A Gamasutra editor who hasn't even heard of Dungeon Master... Game journalists, game journalists never change.

Clicks on editor's name, sees editor's blog: "Gamer Hater. Gamasutra/GDC roustabout. Let's write like gentlefolk."
:backawayslowly:

At least the Digital Antiquarian was solid, as usual. Can't wait for Part II of his review.
 

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Part 2: http://www.filfre.net/2015/12/dungeon-master-part-2-the-playing-of/

Excerpt:

Still, all of the levels remain masterfully designed in their own ways. Most of them have a theme or a personality all their own. Few Dungeon Master veterans ever forget the theme-park level with its six mockingly titled subsections; the level full of re-spawning giant worms; the level you have to backtrack through half the dungeon to actually enter; the level that’s largely a single huge cavern full of wandering ghosts. The contrast with The Bard’s Tale, whose dungeons felt not so much designed as thrown together by some automated algorithm, could hardly be more stark. The early games of the Wizardry series generally did better in this department, but Dungeon Master nevertheless offers the best level design yet seen in a CRPG. As hardcore as it can get, it continues at the same time to stay away from the really petty stuff that sinks so many old-school games. There are usually more of those precious keys than you actually need, meaning it’s possible to miss a few and still finish the game. And, while there are plenty of secret areas, those that you’re least likely to find are also those least likely to be essential. A commenter to my earlier article about The Faery Tale Adventure, responding to my criticism that it’s too hard to find your way around and know what to do in that game, noted — and rightly so — how rewarding the secret areas feel when you do find them, simply because they are so secret.Dungeon Master understands this, and fills its levels with Easter eggs for the lucky and the methodical. But, unlike The Faery Tale Adventure, it also understands the danger of making its pathways to victory too obscure. Let people win, then let them play again if they like and see what new things they can discover.

Indeed, Dungeon Master must be one of the most replayable CRPGs ever that’s not a roguelike, with a thriving cult of players who even today play again and again, setting new challenges for themselves: play with only one character; play with the weakest characters in the Hall of Champions; advance each character in only one discipline; use only spells in combat; use no spells in combat. There’s no story to be impatiently clicked through, no cut scenes to wait for, just the game. Long after they know all of the levels by heart, many continue to find them almost infinitely rewarding to revisit. Dungeon Master remains one of the most-played games of its vintage, thanks not least to lots of loving ports and remakes that make it widely and easily accessible to anyone with access to a computer.

That said, by far its most off-putting aspect for the modern player must be the need to map. This area is one where Dungeon Master is notably not so merciful. Most of its levels are huge, rambling places, especially by contrast with the compact layouts of blessedly regular size that characterized Wizardry and The Bard’s Tale. They present a huge challenge for the would-be pencil-and-graph-paper mapper; you never know where you begin a level or how far it’s likely to run in any given direction, meaning you find your map constantly running off one side or another of the paper and yourself starting all over again. Drawing and redrawing maps doubtless consumed a big chunk of the tens or even hundreds of hours so many people spent on Dungeon Master back in the day. A complete collection, a fully mapped 14-level dungeon, represented a major achievement in itself, a prize to be treasured — and sometimes to be sold as part of the rich cottage industry that sprang up around the game. Nowadays, of course, you can find maps of all the levels all over the Internet. I recommend that those of you not ready to devote hours to mapping by hand download a set — preferably without any other hints — and use them rather than foregoing Dungeon Master entirely. It’s an anachronistic way to play, one that unavoidably diminishes some of the mystery and thus some of the experience, but the game is rich enough that it still has plenty to offer.

Others, both now and even back then, will likely be put off by the aesthetic minimalism that is such a defining trait of Dungeon Master. It’s a game that focuses all its energy relentlessly toward its one goal of being the best, most immersive tactical dungeon crawl possible, and excises absolutely everything else. That can, even for a fan like me, make it feel a little sterile. Tellingly, most of Dungeon Master‘s successors chose to build on it not by improving on any of its own priorities, but by adding layers of lore and story. Something like Eye of the Beholder, which clutters up the template with the same awkward Dungeons and Dragons mechanics thatDungeon Master so proudly rejects, could never be called a better pure game design than its predecessor. But, depending on your own priorities, such a lovably shaggy shamble, bursting at the seams with the lore of the Forgotten Realms, might very well offer a better game experience. For my own part, I must confess that the tactical dungeon crawl itself isn’t really my favorite cuppa, which may do much to explain why Dungeon Master is pretty much the only game of its type I’ve ever felt the need of.

While everyone must decide for herself whether she loves it, Dungeon Master can only be respected as one of the most innovative and influential CRPGs of all time. Real-time play; mode-less play; the paper-doll inventory system; rune-based magic; a sliding scale for lighting rather than an all-or-nothing approach; experience gained through doing rather than achieving; the replacement of character class by disciplines… the list just goes on and on. Every CRPG of today has a little Dungeon Master in it. And, outside its own genre’s ghetto, Dungeon Master‘s influence on gaming at large has also been enormous. We’ll be continuing to chart that influence, and thus to pay this progenitor of so much its due homage, as we continue to work our way through history.
 

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That was really enjoyable to read.
DM is the reference that was never really surpassed. The game's punishing features such as getting hurt when walking in a wall or dying of hunger if sleeping too often helped create a really good discipline in the player which made most of the copycats that came later too easy.
CSB was a great follow up to it, but it is true as the article states that you're better off starting with DM before taking it on.
DM2 was a very competent game, but we waited too long to get it... still a lot of fun when it came out though.
 

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That was really enjoyable to read.
DM is the reference that was never really surpassed. The game's punishing features such as getting hurt when walking in a wall or dying of hunger if sleeping too often helped create a really good discipline in the player which made most of the copycats that came later too easy.
CSB was a great follow up to it, but it is true as the article states that you're better off starting with DM before taking it on.
DM2 was a very competent game, but we waited too long to get it... still a lot of fun when it came out though.

CSB makes DM to feel like a tutorial dungeon and it would eat beginners for breakfast and make them cry for mommy.
 

kofeur

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CSB makes DM to feel like a tutorial dungeon and it would eat beginners for breakfast and make them cry for mommy.

That happened directly at the beginning.
CSB had the best start I've ever seen in a game :D
 

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CSB makes DM to feel like a tutorial dungeon and it would eat beginners for breakfast and make them cry for mommy.

That happened directly at the beginning.
CSB had the best start I've ever seen in a game :D

Yeah, I'd love to see reactions from modern players to "Let's throw players into dark dungeon without any equipment against giant worms with tile on the ground which spawns more of them" :D
 

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That Digitial Antiquarian just rubs me the wrong way:

When it did arrive on the Atari ST two years after the original, the first semi-sequel felt a little anticlimactic and a little disappointing.

What an utter retard.
There has never in the history of CRPGs been a sequel that so perfectly gave the fans of the original what they wanted. It was every real time blobber after CSB that was "anticlimactic and a little disappointing."

Chaos Strikes Back ran under almost exactly the same engine as its predecessor, yet was considerably smaller.

No, it wasn't.
DM had 14 levels, CSB 11, but CSB crammed much more into the levels so it has more content than DM.


That said, by far its most off-putting aspect for the modern player must be the need to map. This area is one where Dungeon Master is notably not so merciful. Most of its levels are huge, rambling places, especially by contrast with the compact layouts of blessedly regular size that characterized Wizardry and The Bard’s Tale. They present a huge challenge for the would-be pencil-and-graph-paper mapper; you never know where you begin a level or how far it’s likely to run in any given direction, meaning you find your map constantly running off one side or another of the paper and yourself starting all over again. Drawing and redrawing maps doubtless consumed a big chunk of the tens or even hundreds of hours so many people spent on Dungeon Master back in the day. A complete collection, a fully mapped 14-level dungeon, represented a major achievement in itself, a prize to be treasured — and sometimes to be sold as part of the rich cottage industry that sprang up around the game. Nowadays, of course, you can find maps of all the levels all over the Internet. I recommend that those of you not ready to devote hours to mapping by hand download a set — preferably without any other hints — and use them rather than foregoing Dungeon Master entirely. It’s an anachronistic way to play, one that unavoidably diminishes some of the mystery and thus some of the experience, but the game is rich enough that it still has plenty to offer.

What a wanker. The mapping challenge is an integral part of the game.


While everyone must decide for herself whether she loves it,

What a cuck.
 
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