Friday, 21 November 2014

Boundaries, Edges, Maps and Dungeon Keeper 2

The last couple weeks have been a measurement in both being busy and apathetic pushing this down on my priorities.  Having commissions and talks to do is an understandable task to prioritise, but apathy (or quasi-laziness depending on your perspective) is something that gets in the way.  I know that I’m still trying to figure out the most suitable day to schedule writing these posts, but I should make sure that I get it going at least once a week.  Regardless let’s get onto talking about a classic I’ve been playing over the past couple weeks. 

Dungeon Keeper is a part of Bullfrog’s classic collection of games from the 1990s that featured a combination of traditional real time strategy (RTS) and management elements in a dark aesthetic.  For many people, its original from 1997 will be the better game with its range of sprite-based creatures presenting a more varied design beyond typical bipedal, humanoid body types; but for me the second entry will always hold a greater impression in shaping my early pc gaming years alongside such titles as Total Annihilation or Unreal Tournament. 

Dungeon Keeper 2 released in 1999 with myself buying in at the turn of the century, which if I remember correctly it was bought with Populous: The Beginning as a bundle.  Being someone who was used to playing TA and CnC styled RTS games, my first experience of Dungeon Keeper 2 was a confusing one as I didn’t understand the tile system for rooms.  This was probably down to me picking skirmish rather than new campaign and thinking that one temple tile for 3000 gold must be good (and that couldn’t be further from the truth).  Once I took a step back, I understood the tile system and started to really enjoy the game, particularly the My Pet Dungeon mode which was part-tutorial part-challenge mode.  To this day, I install DK2 ever so often and power through the content over a week or so much like marathon’ing an old TV / film series.  Since going to University, I’ve played through DK2 three times and recently I started to think about how the tunnels and tile systems align with some architectural theory; in particular boundaries and how we map our space in correspondence to others.

To those who aren’t aware of these systems, DK2 takes place in an ‘underworld’ where the area needs to be mapped out through the tunnelling of rock by small worker creatures called imps.  Rather than tunnelling free-form through the landscape, the rock is carved into cubes where each piece of rock needs to be tagged to create paths and rooms.  As you do this, your worker imps can also claim the land (as long as you own the land next to it) turning it to your dominion as well as generating mana (one of the game’s resources).  Each of these tiles can then have a number of things placed on them to augment their usage; with room tiles to provide content for your creates like sleeping accommodation (lair) or traps and doors to defend against potential enemies of both the evil and goodly kind.  The rooms in question have a minimal size requirement ranging from 1 tile to 5x5 (25) tiles.  Because of this, tunnelling through rocks to create rooms requires a combination of pathways alongside rooms with designated spaces to facilitate certain activities which in turn entice different kinds of creatures into your domain.  With this tile system taking into consideration, one can see there’s a nod to cartography in how we construct an image of our surroundings alongside the spatial awareness of architectural theory and how we consider ourselves in the built environment.  Adam Sharr’s book “Heidegger for Architects” takes this example and uses the Lake District of northern England (a reinterpretation of the Black Forest in Germany) and considers the play between the small market towns, car parks, mountain paths and treelines together creating an overall map of the area to which millions of people visit every year.  All these actions feature a range of tasks that are both important and mundane, but they all come together and create a picture of the area and the actions they took place inside of it (or their map).  Much like DK2 and its tunnelling, players will create their dungeons in specific ways for both mundane and important decisions, but in turn they all have mapped out the land in their own way. 

Another factor in DK2 I briefly mentioned was that of boundaries.  As you progress in the game, you start to encounter other keepers and goodly heroes who all have their own territory specific to a certain colour (white, blue, green, yellow and purple alongside the player’s own red).  There will be a number of situations when you’ll have unclaimed land in between two or more players; where the corresponding imps will move closer and closer to each other until they interact with each other only to attempt to overtake the oppositions land.  At this point, the only factor is the number of imps each player has available to the action, but like in any conflict, the victory can be stacked towards you through a use of aggressive tactics like grabbing your militant creatures to scare the enemy imps.  Naturally, the enemy then may use their own creatures and a conflict is born.  In architecture is conflict can be a mixture of this physical aggression (invasion) or ideological indifference; but it can also be a factor of form and aesthetics in how two pieces contrast each other or functional application like heavy industry being next to a residential area.  In the past, we have discussed the idea of ‘voids’ in architecture and this concept of boundaries comes nicely into the fray when we consider how fog of war is used, not just in DK2 but generally in the RTS genre. 

Overall, Dungeon Keeper’s system of tiles presents an interesting concept behind the creation of space and how we interact with others in both a physical and theoretical manner.  As a side note, the series “Thinkers for Architects” which is authored by a number of architectural historians is a nice resource to have.  It gives a nice bridge between basic thoughts on architecture and the denser essay collections that get into the finer details behind the subject.  I hope you find this post interesting and I hope to be back on track in the next week. 

Resources:
·         Sharr, A (2007). Heidegger for Architects. Routledge. London
·         Dungeon Keeper (1997). Bullfrog Productions. Electronic Arts

·         Dungeon Keeper 2 (1999). Bullfrog Productions. Electronic Arts

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