Every month, game players will wait for another release. What adventure would they be up against next? And what could be better than to have the ability to produce your own adventure? This was the premise of the first Dungeon Hack from the manufacturers of Dungeons & Dragons. Unfortunately the game didn't deliver on its promises.
Dungeon Hack could have been a fantastic idea if the manufacturers of it had put the time into it which was necessary.
The premise of Dungeon Hack has been simple. Rather than the game engine giving you a set match to play where you travel through some dungeon looking for treasures and fighting creatures, with this game you could design your adventure and your dungeon so that every game was different.
Except the game has been anything but exciting. The number of problems with the game far outweighed the number of things that were good about it. Let's start off with the good parts as that will not take long.
The only good part about this game was that you could indeed"technically" make an endless number of dungeons and experiences. You could designate how many levels, what kinds of creatures and treasures and quite a few other things. On the outside, this might seem to make this kind of game that you can play over and over without ever getting tired of it.
But the real game play itself did not quite work that way. Dungeon Hack was a random dungeon founder. Despite the fact that every one was"publicly" different, the truth of the issue was, every was the same. The sole difference from the game, from 1 drama to another, was that the maze was laid out differently and you struck different monsters in various areas and found different treasures. But the game play itself felt the exact same every time. It wasn't like playing a different game. It was merely a continuation of this match you played with the last time you fired it up. Add to the fact that the images were so horrible, even by 1980s standards and this game was almost unplayable.
Whether or not they could realize what Dungeon Hack could not is a matter of opinion. Surely Dungeon Hack had its own appeal.
For those who did not desire more than only a random dungeon every time they played, it served its purpose. But for those people who wanted another narrative, in which case this game had none, then you're really out of luck. Dungeon Hack had no narrative, no cohesive arrangement and no real interest to a die hard match player.
http://gardenscapeshacked.us/
Dungeon Hack could have been a fantastic idea if the manufacturers of it had put the time into it which was necessary.
The premise of Dungeon Hack has been simple. Rather than the game engine giving you a set match to play where you travel through some dungeon looking for treasures and fighting creatures, with this game you could design your adventure and your dungeon so that every game was different.
Except the game has been anything but exciting. The number of problems with the game far outweighed the number of things that were good about it. Let's start off with the good parts as that will not take long.
The only good part about this game was that you could indeed"technically" make an endless number of dungeons and experiences. You could designate how many levels, what kinds of creatures and treasures and quite a few other things. On the outside, this might seem to make this kind of game that you can play over and over without ever getting tired of it.
But the real game play itself did not quite work that way. Dungeon Hack was a random dungeon founder. Despite the fact that every one was"publicly" different, the truth of the issue was, every was the same. The sole difference from the game, from 1 drama to another, was that the maze was laid out differently and you struck different monsters in various areas and found different treasures. But the game play itself felt the exact same every time. It wasn't like playing a different game. It was merely a continuation of this match you played with the last time you fired it up. Add to the fact that the images were so horrible, even by 1980s standards and this game was almost unplayable.
Whether or not they could realize what Dungeon Hack could not is a matter of opinion. Surely Dungeon Hack had its own appeal.
For those who did not desire more than only a random dungeon every time they played, it served its purpose. But for those people who wanted another narrative, in which case this game had none, then you're really out of luck. Dungeon Hack had no narrative, no cohesive arrangement and no real interest to a die hard match player.
http://gardenscapeshacked.us/
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