Dungeon Crawling: Difference between revisions

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{{quote|''You are in a maze of twisty little passages, all alike.''|'''[[Colossal Cave Adventure]]'''}}
 
[[File:la-stairs_7308stairs 7308.jpg|link=The Legend of Zelda|right]]
[['''Dungeon Crawling]]''' is the act of exploring a dungeon (or other dangerous area) while looking for treasure or [[Plot Coupon|some other]] [[MacGuffin|important object]]. The characters must [[Everything Trying to Kill You|battle enemies (usually monsters)]] and use their [[Video Game Items and Inventory|skills and equipment]] to negotiate obstacles (usually [[Booby Trap|traps]]). Usually, but not always, there is a [[Boss Battle]] at some point, and a [[MacGuffin]] or [[Plot Coupon]] at the end.
 
This is basically what many [[Role Playing Game|Role Playing Games]]s (especially video game ones) are all about - at least historically - but it is actually one of [[The Oldest Ones in the Book]], since even myths feature it (a trip into the underworld is part of [[Hero's Journey]], after all). However, it was the ''Cliffhanger'' film serials of the early 20th century [[Trope Codifier|that defined the trope]], and the ''[[Indiana Jones]]'' movies that made it popular again later.
 
The term comes from early [[RPG|RPGs]]s, such as ''[[Dungeons and Dragons]]'', that often had the player characters exploring some wizard's dungeon. "Dungeon crawl" is analogous to "pub crawl," a continual stroll from dungeon to dungeon to dungeon.
 
Note that in [[Real Life]] a "dungeon" was a type of prison, often in the lower parts of a castle, but the games expanded it to mean "any ruins or subterranean area." In fact, the term is used today for ''any'' dangerous area in an RPG, even open-air ones, as long as the same fight-your-way-across logic applies to it. This is usually to distinguish it from the two other kinds of locale in such games, [[Thriving Ghost Town|towns]] (generally defined as anywhere that has [[Talk to Everyone|peaceful NPCs]] or [[Adam Smith Hates Your Guts|businesses]] like [[Sorting Algorithm of Weapon Effectiveness|stores]], [[Trauma Inn|hotels]] and [[You All Meet in An Inn|bars]]) and [[World Map|the overworld]] (which, in most cases, is exclusively for getting between towns and dungeons, with the only real obstacles being [[Random Encounter|Random Encounters]]s.)
 
Apparently the whole dungeon shtick originated from a skirmish wargame played by Gygax, Arneson and others that involved breaking into a castle through the cellars - this turned out to be so much fun that tunnel fighting became a regular theme. Stir in [[J. R. R. Tolkien|Professor Tolkien]]'s Moria scenario for a little fantasy and the rest, as they say, is [[Dungeons and Dragons|history]].
 
With the increasing trend towards [[Wide Open Sandbox]]-type game designs, the term "Dungeon Crawl" has taken on a certain derogatory connotation when used to describe a game. It is usually synonymous with [[The Maze]], which not only represents the opposing [[Sliding Scale of Linearity vs. Openness|linear]] game design tradition, but also implies developer laziness. The ease with which a dungeon generally forces players to follow [[One True Sequence|one path]] through a game and [[Fake Longevity|keep them tied up for a long time in a small space]], all without having to [[Insurmountable Waist-Height Fence|resort to illogical barriers]], is all too easy for developers, and annoying to players. Dungeons, after all, are reasonably expected to be fully enclosed structures whose walls are well reinforced -- oftenreinforced—often by the very earth itself, if located underground, as they often are -- makingare—making a single, static path through them more or less "justified". Dungeon Crawls often cheaply limit options for traversing them using a spaghetti strand of enclosed corridors, keys and doors, and other barriers requiring unique items to surmount them -- allthem—all of which are less realistically implemented in a wide-open setting.
 
Dungeon Crawlers are also a subgenre of RPGs in which the story, setting, and town areas (usually one at most) are downplayed in favor of massive dungeons requiring level grinding, trap-avoidance, and endurance. [[Roguelikes]] are a subgenre of dungeon crawler, further distinguished by [[Randomly Generated Levels|procedural level generation]] and highly unforgiving game mechanics.
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* Seems to be given a knowing nod in the ''[[Dragaera]]'' story "The Desecrator", in which desecrator is the Dragaeran term for archeologist, but the job has the typical fantasy cast of raiding ancient structures for treasure and having to fend off magical barriers.
* In the ''Literature/Alcatraz'' series, librarians are all either evil cultists or vengeful undead, therefore every time the heroes infiltrate a library, it turns into dungeon crawling with monsters, traps and other dangers.
* As its title suggests, the majority of the plot of [[Percy Jackson and The Olympians|Percy Jackson and the Battle of the Labyrinth]] is [[Dungeon Crawling]].
 
== [[Live Action TV]] ==
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== [[Video Games]] ==
* The very core of ''[[The Legend of Zelda]]'' and its many, many sequels is [[Dungeon Crawling]].
* Lessee... ''[[Wizardry]]'' came out in 1981. But Richard Garriot (of ''[[Ultima]]'') released ''Alkalabeth'' in 1979. The game name comes from part of ''The Silmarillion''; such "homages" were common with Garriot in his early games. Of course, ''Dungeons and Dragons'' came out in 1974...around the same time "Dungeon" was a popular game on mainframe computers.
** Dungeon, by the way, was later split into three games and published as the ''[[Zork]]'' series by [[Infocom]]. It was arguably the first real dungeon crawl.
** This troper attended high school on the University of Illinois campus, and thus had the pleasure of playing ''Avatar'' on their PLATO internal network in the mid-80s.
* ''[[Etrian Odyssey]]'' is a contemporary dungeon crawler that pays homage to games like ''[[Wizardry]]'' and introduces some spins of its own, most notably the F.O.E.s which are visible [[Beef Gate|boss-like]] [[Boss in Mook Clothing|enemies]] that move with each step you take.
* ''[[Master of the Monster Lair]]'' features this -- withthis—with a dungeon you make yourself -- alongyourself—along with a deconstruction of some of the assumptions usually implicit to this premise; having a dungeon near your town is considered ''desirable'', as it acts as a tourist attraction, lures monsters out of the wilderness where they pose more of a danger to ordinary people, and the items monsters hoard in dungeons can be quite valuable. In this game and ''[[My World, My Way]]'', which is an [[Intercontinuity Crossover|otherwise unconnected game that takes place in the same world]], "Dungeon Maker" is a respected profession.
** Global A has done a couple of other games like this, such as the ''Dungeon Maker'' duology (which has a similar premise), and ''Adventures to Go!''
* Ubiquitous in ''[[Final Fantasy]]'' games, but [[Final Fantasy I|the original game]] has some of the most basic examples. Not surprising, considering how much it owes to ''D&D''.
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