December 1969

/ editor@lumthemad.org - Wednesday, December 31, 1969 - This isn't just the latest installment of a genre; like "Doom" and "Civilization", this game defines the "Multi-Character Strategy Game" genre and sets a new standard in graphics, depth, ease of play, and just overall sheer fun. Does Dungeon Siege do anything new? No - but for fans of the genre, doing something "new" is about as relevant as inventing a new game of solitaire. What Dungeon Seige does is set a new mark and provide many hours of great enjoyment for the player.

These games have their roots in chess and other strategy / battle scenarios where you have different "pieces" with different attributes, and the strategy part comes in planning how they will be used. Battleship, Stratego, Bard's Tale, Link - all these games preceded the modern era of the MCSG, but all were of the same mind; give the player several game pieces that were different and see what kind of strateghy they could devise to win.

In the case of "Dungeon Siege",the board is an elaborate, breathtakingly-rendered 3D world with innovative graphics that consistently amuse and awe the player. Just when you think you've seen it all, suddenly something completely different pops up and you start grinning and chuckling. The world you adventure in is seamless; no zoning or other delays while the game "catches up" or changes scenarios. Moving into dungeons and castles is easy, as objects which block sight - like walls or trees - fade from sight instead of blocking view.

The user interface in Dungeon Siege should embarrass most other designers, because its simple intuitiveness is absolutely amazing. I never read the manual to play the game, but every time I thought in the game, "It would be easier if I could just do this.." .. and tried it, it would work.

To begin the game, you pick a male or female, choose how they look to start with, and then start your adventure. How they progress depends on what you have them do, because what you have them do determines which of their three basic stats - strength, intelligence, and dexterity - rises as you adventure. As you pick up other characters to fill your 8-person slot along the way, you direct them also on their path towards increasing specific battle skills.

The process of finding and wearing/using equipment is a lot like Diablo; there is a remarkable number of different kinds of gear and weapons in the game. Each one has a distinct look. When you have several different "prep" spells cast on your party, and they all are wielding weapons which have particle effects and many are casting attack spells which are quite beautiful, you'll be so glad that with the stroke of a key you can slow or stop the action on the screen, and then use the camera controls to move around, zoom in and out, and see what everyone in your party is doing.

Does it make a difference, what you do? Well, a lot of it depends on your game setting - easy, normal, or hard. There are certainly specific situations in the game that call for specific techniques of battle. Formations are also pretty important at times, as is party spread and aggression/reaction settings.

As I've played this game over the past few weeks, I realize that I will probably buy other such games in the future, even though there probably isn't much "new" you can do with them. The fun isn't that there is anything new; the fun is like a game of chess or stratego, but your opponent is the designer of the game. Your job is to figure out the rules, analyze the pieces and the system they operate under, and then "beat" the design of the game. Even if the rules are pretty much the same from game to game, the board is different, and the pieces look and behave differently.

Many people still play yahtzee, solitaire, and tetris .. obviously, it's not about innovation or diversity as much as it is they just enjoy that particular "kind" of game. For whatever reason, it just appeals to them. I'm the same way about the MCSG genre; I just enjoy these kinds of games, even if they are repetitive.

If you like this kind of game, then I cannot reccommend Dungeon Siege highly enough. Like "Half-Life" and "Civilization", it is the pinnacle of its genre.

This
way to the orc mines!

The computer-game RPG has evolved into an archetypical game in it's own right, its roots stemming from chess and other individual-piece battle strategy games - games like "Battleship" and "Stratego". Dungeon Siege isn't anything new, by any means. However, it has come as close as possible to perfecting the genre.

This is the first time I've dropped $50 on a game outside of Everquest in over three years, but the reviews and the look and description of the game indicated it was exactly what I wanted to play. I enjoy games of battle-piece strategy, where you take a collection of individual pieces that have different characteristics and try to win a battle with them. Dungeon Siege takes this simple concept and has turned out what is, to this writer, the game that defines the genre, much as "Doom" defined the FPS.

The advancemnt of the "pieces" -- the character you begin with, and the additional advancements of other characters you pick up along the way, how you outfit them, and how you place them in combat -- is all determined by the strategy of the player. The "board" is a lush, deep, beautifully rendered and seamless 3D world these pieces inhabit. The graphics are excellent. However, graphics are meaningless unless the game itself is worthy.

You won't find anything new here at all; you'll only find it better than you've experienced it anywhere else. If you have your character swinging axes in battle; their strength rises faster than other qualities. If they spend their time casting spells, then it is their intelligence which moves ahead of their physical skills. What equipment they can use, and what spells they can cast, are directly related to their three main characteristics: strength, dexterity, and intelligence.

The ease of play in the game is a startling example of thoughtful design ... it is so easy, it makes you look at the bulky, clumsy interfaces of other games with disdain. This interface is full of intuitive shortcuts and pleasurably logical connection. I haven't even ready the instruction book, and I've found several interface shortcuts simply by thinking ... "it would be easier if ..." and then trying it, and finding out to my delight that it worked.

One of the best features of the game is the ability to slow it down and pause it any time you want; then you can use the camera to swing around and figure out what is going on, where everyone is, etc. It allows you to watch the 3D action in great detail without having to concern yourself overmuch with party health issues. You get to play the game, AND look at the game, at the same time, at your leisure.

There is some well-written, and well-voiced story and interaction to the game, but this is just frosting on the cake. The meat of the game is the strategy of how you place your formations, the commands you give your pieces (characters), the method by which you advance the overall strength of your party. Currently, I'm advancing one main character as a melee, and another as a combat magic specialist.

There is great diversity in the game; diversity of landscape, of opponents, of weapons, armor, and spells; the special effects and battle motions are beautiful, and the ability to slow it all down and swing the camera around, zoom in, pan out, while the game is going on, is just the best eye candy option ever.

My only gripes so far is the inability to pan the camera down to eye level (but I suppose this is to eliminate sky graphics) and the overall glitchiness when one attempts to play multi-player. I would have liked to have had a broader diversity in the orginal character construction, but as the game has gone on I've found that to be unimportant.

The people that created this game are to be congratulated - they have created a genre-defining game that stands as a shining example of brilliant design, layout, and user interface. If you want so