

Instead of forming a team, you’re constantly trading up for the newer, hotter model. Since you’re limited to one adventurer per dungeon trip, unlocking a new class usually means abandoning your previous ones. For being right there in the title, though, the guild-building side of the game feels like the flimsiest part.
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You’re ostensibly doing all this to earn gold for new rooms in your guildhouse, such as libraries to attract wizardly types or rooms full of meat for the barbarian.

You don’t really control the meandering heroes except in combat, but dungeoneers are predictable little grubbers, and will follow breadcrumb trails of treasure until they stumble into whatever magic orb you wanted them to grab. Each turn, you can make the dungeon a little more friendly to your adventurer by completing pathways or placing loot-filled rats for her to squash on the way to more formidable foes. The dungeon is only partially complete, with a few predetermined monsters and quest-specific items already in place. Of course, like any good money-making scheme, you’re playing both sides. The long-term goal is to build your little meat-grinder into the best guild this side of Rohan.ĭungeoneers are predictable little grubbers You bedeck them in items of power, such as pigeon nests and cooking pots, to stave off death a little longer. To this end, you send a long, long succession of adventurers doomed to die at the hands of goblins, skeletons, ghosts, and some creep named Embro who won’t stop talking about drying off post-shower. The game puts you in the shoes of an enterprising guildmaster looking to edge in on the thriving market of shiny things dragged out of monster caves. He eventually found friends to play with, but in case you found yourself envying young Levine in his basement omnipotence, Guild of Dungeoneering offers a similar experience. He was the necromancer cackling at the top of the castle.

It’s usually to paint a picture of himself as a sad little nerd-child-in an interview with CNN, he once described himself literally playing the tabletop roleplaying game alone in his family’s basement.
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Ken Levine, Bioshock’s writer and creative director, mentions Dungeons and Dragons in almost every professional interview of his life.
