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12.
Dungeon Hack
Random dungeons & item
identification, with a backing in D&D official
rules
Developed by DreamForge Intertainment
Reason for inclusion:
It's another random dungeon
game, this one pretty obscure, but interesting because it uses the D&D
license -- which imposes interesting limitations on the game.
The game:
Dungeon Hack is a random
dungeon game, and it has randomized items, but it is not traditionally
regarded as roguelike. The game is set in a generated Wizardry-style
maze, although it helpfully includes an automap. Also, its dungeons
are a lot less free-form than those in Rogue. There are locked
doors that can only be opened with matching keys, making the experience
a lot more linear. (The maze generation algorithm, thankfully, ensures
each level is solvable.)
Dungeon Hack marked
a return of Dungeons & Dragons computer games to the quick-play,
random determination tables in the back of the 1st edition AD&D
Dungeon Master's Guide. Since then, the games have gradually trended
toward meticulously planned layouts with specific treasures intended
to provide specific advantages (or disadvantages) for a party against
the foes in that region. The Dungeons & Dragons gold box
games follow this pattern.
Dungeon Hack, despite
its differences and attempts to look like an Eye of the Beholder-style
game, does seem to take some ideas from NetHack. There are various
devices along the walls in each maze whose function must be discovered
through play, just like NetHack's dungeon features. While items
must be discovered through play and their appearances match up with
function, most of the items match up exactly with the loot in the 2nd
Edition Advanced Dungeons & Dragons guides. The roguelike ideal
is not to include just any old stuff but to provide items that provide
suitable risks for identifying things through use, without being
too risky. In this area, Dungeon Hack falls short.
Yet there is one aspect of
the game that was reused later in a surprising place. Dungeon Hack
contains a number of artifact items. They don't act like "true"
D&D artifacts, which tend to be things more like The One Ring than
a Sword +3 vs. Reptiles, but are nevertheless unique items with special
powers. Each of these items, however, is part of a set, which if matched
up with all the other items and worn at the same time provide considerable
bonuses. One can't help but think the creators of Diablo II were
taking notes.
Also different from most random
dungeon games, there are no "wandering" monsters added after
initial generation. Each level has its starting population and that's
it. One could think of each level has containing only a set number of
experience points, in fact. And it uses D&D-style resting
mechanics, where the player must clear out an area of monsters in order
to regain hit points and spells. And food is consumed while resting,
so the limited food system limits not exploration time but healing and
spells.
Design lesson:
The level generator is pretty
slick in how it creates locked door puzzles that are always solvable,
and it produces special dungeon zones, which are an underused feature
in random dungeon games. Its use of food is also innovative, limiting
not time but rests.
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