Page Created: 6/25/2014   Last Modified: 8/1/2017   Last Generated: 1/16/2018
The dungeon crawl is a fascinating genre.
I was first exposed to it via the Eamon text adventure games on the
Apple II+ computer.
In the years that followed, I enjoyed the following games which contain various elements:
- Choose Your Own Adventure and Invisible Ink books
- Richard Garriott's original "Ultima" (Apple II+)
- Adventure (Atari 2600)
- Tunnels of Doom (TI-99/4A)
- Dungeons & Dragons (paper-based RPG)
- Dark Tower (computerized board game)
- Chase-N-Counter handheld LCD game called "Treasure Trek"
- Final Fantasy Legend III (Nintendo Gameboy)
- Ultima Online
- Dark Age of Camelot
- World of Warcraft
- Pixel Dungeon
In 2015, I gave a presentation describing how several of these games influenced my own game designs.
I have been testing out the development version of Richard Garriott's Shroud of the Avatar↗ and have been playing the amazing and underappreciated Wurm Online↗. Wurm Online isn't a dungeon crawl, but is a medieval sandbox MMORPG where the "grind" isn't something to be avoided, but is an integral part of the game.
There are also two games that had a great effect on me, that were not in a medieval fantasy setting, but 1980's Japan and Hong Kong:
- Shenmue (Dreamcast)
- Shenmue II (Dreamcast)
There has a never been a videogame that has affected me more than the Shenmue series, and I've never seen these elements duplicated in modern videogames. They had a feeling that was real, and geniune, something that I've tried to capture in my game designs over the years. I became a better person from those games, something I never thought a game could do. I was so happy to hear the official announcement in June 2015 that Shenmue III is being developed.
I watched one of my friends (a videogame master) solve the videogame Portal when it came out. He pretty much blazed through the whole game in real-time while I watched. It was one of the most amazing things I ever saw someone do and reminded me of when one of my childhood friends defeated Mondain in Ultima on the Apple II+.
I don't think it broke new ground, and it is not really a dungeon crawl, but Portal was well-constructed, and the rushed feeling of moving through the maze-like world with the AI gone awry created a weird realism, an "in the present" feeling I don't normal see in games or works of fiction.Comments