In games, a dungeon represents a dangerous area with many hidden secrets to explore. For instance, in role-playing games like Dungeons & Dragons, castles will have dungeons with dozens of levels going hundreds of meters down, with deeper levels having progressively greater dangers and rewards. This metaphor has become so common that games built around this design are known (somewhat pejoratively) as dungeon crawls. The confined and constrained nature of the dungeon also simplifies the programming of computer role-playing games.
And Dungeon Lords is not just any RPG either; according to developers Heuristic Park itÂ’s a new breed of RPG, one that combines elements of role-playing with the fighter-action genre set against a three-dimensional backdrop and immersive storyline.
The game begins with an impressive cut scene in which the good wizard Galdryn is killed by the forces of evil, plunging the world into chaos and confusion.
The graphics are good for this type of game with plenty of variations in scenery, but the rooms and corridors in the game were sometimes a little basic and boxy.
Dungeons are often labyrinth-like with dozens of rooms to explore, and can be quite dangerous.
Dungeons are excellent places for gaining levels quickly and for testing a character's abilities without being forced to think too much - a style of adventure often called a dungeon crawl.
The origin of dungeon as a term for an adventuring environment originally came into use with Dungeons and Dragons, a fantasy RPG that was first produced in the 1970s.