Dungeon Keeper

The game Peter Molyneux finished in his house after EA threw him out of the office.

Bullfrog Productions was founded in 1987 by Peter Molyneux and Les Edgar in Guildford, and by the mid-1990s had produced Populous, Theme Park, and Magic Carpet. Molyneux came up with the idea for Dungeon Keeper while sitting in a traffic jam, became absorbed enough in it that he failed to notice when the traffic moved, and began development in November 1994 using the Magic Carpet engine as a base. The intention, as Bullfrog chairman Les Edgar described it, was to take the Dungeons and Dragons theme and apply “slightly weird Bullfrog humour.” The game was a management simulation at heart – Molyneux viewed the villain’s role as a fundamentally administrative one.

Development ran into structural difficulty when EA, which had acquired Bullfrog in 1995, asked Molyneux to take on the management responsibilities that came with running a studio inside a large publisher. He found these incompatible with the work he wanted to do. In mid-1996, his friend Tim Rance, during a pub evening, suggested he write a resignation letter to EA’s CEO Larry Probst. Molyneux typed the email. Rance sent it before Molyneux could stop him. EA interpreted this as a definitive resignation and barred Molyneux from Bullfrog’s offices. Rather than let the project collapse, Molyneux insisted on completing the game, and the development team relocated to his house to finish it. Lead programmer Simon Carter wrote and organised 800,000 lines of code across the project’s two and a half year development. The game signed off in June 1997 and released on June 26 for Windows 95 and MS-DOS. Molyneux left to found Lionhead Studios the following month. In 2017 he said he had been drunk when he handed in his notice and that it was a silly thing to do.

The game Molyneux built was structured around a simple inversion. Every established convention of the fantasy strategy genre – heroes, quests, kingdoms worth defending – became the enemy. The player was the dungeon lord, the creature the heroes existed to kill, and the objective was to make their job as difficult as possible while keeping a functional underground economy running. Imps excavated rock, carved out rooms, and carried gold. Creatures were attracted to specific room types – warlocks to libraries, vampires to graveyards, trolls to workshops – and had to be fed, paid, and kept from becoming dissatisfied enough to abandon the dungeon or turn on its owner. The demon hand that served as the player’s cursor could pick up individual creatures, relocate them, and slap them to motivate faster work or snap them out of inactivity. It was not a gentle management style, and the game presented it as appropriate.

Invading heroes arrived on fixed schedules and in escalating numbers, requiring dungeon layouts designed as much for defence as for efficiency. The layout of corridors, the placement of traps, the positioning of training rooms and barracks all influenced both creature development and the routes heroes would take toward the dungeon heart. Possession allowed players to switch to first-person control of any creature, experiencing the dungeon from its perspective and participating directly in combat. The mechanic worked differently depending on the creature inhabited – a bile demon moved and attacked differently from a mistress or a dark elf – and produced a substantially different experience of the same physical space.

Richard Ridings voiced the Mentor, a sardonic narrator who provided mission briefings and in-game commentary with the specific tone of an evil adviser who has seen too many incompetent dungeon lords to be surprised by anything. The music was composed by Russell Shaw, completing the audio design late in development. Multiplayer supported up to four players over modem or local network. Saturn and PlayStation versions were in development and cancelled.

The Deeper Dungeons expansion released on November 30 1997, five months after the base game. Dungeon Keeper 2 followed in June 1999, with a new engine and without Molyneux’s involvement. Dungeon Keeper 3 entered development in 2000 and was cancelled the same year when Bullfrog, according to developer Ernest Adams, decided to exit real-time strategy. Bullfrog itself was merged into EA UK in 2004. US sales in 1997 reached 113,407 copies. Global sales reached 700,000 by 2003. Molyneux described it as a missed opportunity relative to Theme Park, which sold in the millions.

The EA mobile adaptation released in 2013 replaced the base game’s mechanics with a free-to-play wait timer model and became a reference point for what happens when a publisher strips out everything a game was for. Molyneux himself said it ruined what Dungeon Keeper had been. The fan-built KeeperFX project, which fixes bugs and extends the original, remains in active development. War for the Overworld, developed by Brightrock Games and released in 2015, was the closest commercial attempt at a direct successor. The original is available on GOG.


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