Outside of the obvious name differences, what set’s Dungeons apart from Dungeon Keeper?
Christian Wolfertstetter: In Dungeon we’re focusing more on heroes than they did in DK. In DK they were more of a nuisance and sometimes a threat. In Dungeons, they are a threat but also the main resource in the game. Therefore many aspects of the game deal with heroes. For example your monsters don’t have any needs or necessities, they simply stand beside a spawn point and wait for heroes to arrive. You can say that we somewhat turned the tables. Instead of keeping your creatures happy, you keep your heroes happy (although with a sinister ending for them in mind). GZ: Could you go in-depth on the implementations of both the strategy and simulation genres into Dungeons? CW: Heroes roam your dungeon constantly. Like every good hero, they have certain needs they want to satisfy. For example, a thief wants to disarm some traps and find some gold. So you have to provide them with both to make them happy. Happy heroes generate soul energy. When you beat / kill a hero, you gain their soul en
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