So dungeon keeper, happened. Here was this game, reviving a much loved intellectual property, only to churn out yet another 'free-to-play', 'pay-to-win' 'freemium' pay-walled timer based travesty of Gemie injustice. The community, quite rightly decried this cash in. The escapists very own Jim Sterling made national news in the UK with his rebuttal. Dodgy dealings and subtle 'fixing' of App Store scores were uncovered. But how many people actually gave the game a chance. How many people laid aside their expectations to expose the game's core. Jim himself has spoken of gamer entitlement, and I believe here we have a hidden case in denial.
Folks I get it, I grew up with dungeon keeper and loved it. What right has this game to treat something loved from my childhood with disdain. What right has this company to take this IP and change it's format into something unrecognisable. I felt entitled to a proper dungeon keeper game. Heck, do a carmageddon and give me the original! But, folks, this IP is dead in the water. It has not seen any movement in 15 years. Loved, yes, but dead and even a little obscure. Yes, a company with cash has approached another company with a desire for cash that holds the IP. Maybe that is not the best intentioned way to start a game. But for all you know, this spark could bring Dungeon Keeper back from the grave, to a new generation to spark an IP revolution. Sorry, but your expectation, entitlement and rose-tinted reminiscing will never bring back what is loved and lost.
I find it incredibly ironic that the knee jerk reaction, encapsulated in 'there is no game play', could not be further from the truth. Beneath the surface, dungeon keeper has one of the most interesting and engaging mechanics I have come across on the mobile platform. Broadly speaking, it is a tactical resource acquisition game. In the early game, players build their base where resource is acquired through mines and single player objectives. This resource can be spent on new rooms, room upgrades and unit upgrades. They then must spawn armies of minions with which to raid other players dungeons, stealing resource to invest in their own dungeon, while simultaneously risking being raided themselves. Different unit types such as the skeleton, troll, bile demon etc have different predetermined AI behaviours. The army size is population capped, which means players must determine and summon from the pool of available minions according to their own particular raiding strategy. Because of the dynamic action, your player experience of dungeon keeper is in a constant state of flux, responding to behaviours of other players and progression of building and upgrades. When your dungeon is attacked, you can watch a replay, determine the strategic weakness of your dungeon and rework it. You can also 'learn' the strategic assaults of others, such as using warlocks to snipe a room over walls, or using ghosts when anti-air is weak.
Comparing this to all the other dross available on the market reveals 'there is no game to play' for what it is - the petulant remark of gamer entitlement. Take the Simpsons tapped out and the new Family Guy, quest for stuff for example. You might as well buy 10 egg timers, set them at random intervals, put them in a cupboard and shut the door. Occasionally check back throughout your day to see which ones have 'popped' and reset. Or how about this games greatest thematic parallel, Heroes of Dragon Age. Randomly spawn figures of game models to automatically battle in a turn based yawn fest. Spend real money for no guarantee of a mythic or rare. Where is the community outrage about this game? Where is the national media coverage? Just because dragon age 2 already set the precedent for crapping on a loved IP, where is your outrage?
So, dungeon keeper app is an emmersive, reactive, strategic game. What then of its main criticism. Pay walls and timers. Imps are this games worker threads, required to build, upgrade and mine anything in your dungeon. Task an imp to a job and it is removed from the pool of worker threads. Thus, where you task your imps is tactically central to the playing of the game. The timers are not simply paywalls designed to open your wallet. They force you to strategically place your worker threads to secure the most benefit, least disadvantage. Would I be better off mining this gem vain to open up a 3x3 area for my defensive room, or should I set to building a new door?
Given you got this game for free, what you can do is ask yourself, 'how much do I think this game is worth?'. Voluntarily pay for it in gems according to its worth and purchase some in game benefit. This will probably be best spent on new imps, which as worker threads are essential to progressing effectively. Personally I have played this game every day for the past three months, and spent a whopping £7.99.
And that's it really. Lay down your expectation, give it a chance and you might find yourself pleasantly surprised.
Folks I get it, I grew up with dungeon keeper and loved it. What right has this game to treat something loved from my childhood with disdain. What right has this company to take this IP and change it's format into something unrecognisable. I felt entitled to a proper dungeon keeper game. Heck, do a carmageddon and give me the original! But, folks, this IP is dead in the water. It has not seen any movement in 15 years. Loved, yes, but dead and even a little obscure. Yes, a company with cash has approached another company with a desire for cash that holds the IP. Maybe that is not the best intentioned way to start a game. But for all you know, this spark could bring Dungeon Keeper back from the grave, to a new generation to spark an IP revolution. Sorry, but your expectation, entitlement and rose-tinted reminiscing will never bring back what is loved and lost.
I find it incredibly ironic that the knee jerk reaction, encapsulated in 'there is no game play', could not be further from the truth. Beneath the surface, dungeon keeper has one of the most interesting and engaging mechanics I have come across on the mobile platform. Broadly speaking, it is a tactical resource acquisition game. In the early game, players build their base where resource is acquired through mines and single player objectives. This resource can be spent on new rooms, room upgrades and unit upgrades. They then must spawn armies of minions with which to raid other players dungeons, stealing resource to invest in their own dungeon, while simultaneously risking being raided themselves. Different unit types such as the skeleton, troll, bile demon etc have different predetermined AI behaviours. The army size is population capped, which means players must determine and summon from the pool of available minions according to their own particular raiding strategy. Because of the dynamic action, your player experience of dungeon keeper is in a constant state of flux, responding to behaviours of other players and progression of building and upgrades. When your dungeon is attacked, you can watch a replay, determine the strategic weakness of your dungeon and rework it. You can also 'learn' the strategic assaults of others, such as using warlocks to snipe a room over walls, or using ghosts when anti-air is weak.
Comparing this to all the other dross available on the market reveals 'there is no game to play' for what it is - the petulant remark of gamer entitlement. Take the Simpsons tapped out and the new Family Guy, quest for stuff for example. You might as well buy 10 egg timers, set them at random intervals, put them in a cupboard and shut the door. Occasionally check back throughout your day to see which ones have 'popped' and reset. Or how about this games greatest thematic parallel, Heroes of Dragon Age. Randomly spawn figures of game models to automatically battle in a turn based yawn fest. Spend real money for no guarantee of a mythic or rare. Where is the community outrage about this game? Where is the national media coverage? Just because dragon age 2 already set the precedent for crapping on a loved IP, where is your outrage?
So, dungeon keeper app is an emmersive, reactive, strategic game. What then of its main criticism. Pay walls and timers. Imps are this games worker threads, required to build, upgrade and mine anything in your dungeon. Task an imp to a job and it is removed from the pool of worker threads. Thus, where you task your imps is tactically central to the playing of the game. The timers are not simply paywalls designed to open your wallet. They force you to strategically place your worker threads to secure the most benefit, least disadvantage. Would I be better off mining this gem vain to open up a 3x3 area for my defensive room, or should I set to building a new door?
Given you got this game for free, what you can do is ask yourself, 'how much do I think this game is worth?'. Voluntarily pay for it in gems according to its worth and purchase some in game benefit. This will probably be best spent on new imps, which as worker threads are essential to progressing effectively. Personally I have played this game every day for the past three months, and spent a whopping £7.99.
And that's it really. Lay down your expectation, give it a chance and you might find yourself pleasantly surprised.