Dungeon Crawling: Difference between revisions

no edit summary
(image markup)
No edit summary
 
Line 6:
'''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]]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 the [[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]]s, such as ''[[Dungeons & 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.
Line 16:
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—often by the very earth itself, if located underground, as they often are—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—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. [[RoguelikesRoguelike]]s are a subgenre of dungeon crawler, further distinguished by [[Randomly Generated Levels|procedural level generation]] and highly unforgiving game mechanics.
 
Not to be confused with the game ''[[Dungeon Crawl]]'', though it is a good example of this trope.
Line 43:
* 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]] ==
* ''[[Hercules: The Legendary Journeys]]'' gave us the [[Made for TV Movie]] ''Hercules in the Underworld'', which was inspired by the story of Hercules' twelfth labour (see Mythology below).
* In the ''[[Angel]]'' episode "Awakening" has Angel and his friends travel to hidden subterranean caverns to find a mythical sword, the only thing that can kill the [[Nigh Invulnerability|Nigh Invulnerable]] Beast, who had [[The Night That Never Ends|blocked out the sun]]. {{spoiler|The find the sword, kill the Beast and bring daylight back - unfortunately, it's [[All Just a Dream]] to give Angel a moment of perfect happiness and make him lose his soul}}.
 
== [[Mythology]] ==
* A number of Ancient Greek heroes (Orpheus, [[Homer|Odysseus]], Heracles) go into the Underworld, where they face challenges like from monsters (such as Cerberus), obstacles (such as the River Styx), and gods. It's as early as ''[[The Aeneid|Rome]]'' that the scene starts getting [[Deconstruction|deconstructed]]. Perseus, who doesn't go into the literal Underworld, might be the straightest Ancient Greek version of this trope in the sense of "go underground, kill monsters, take their stuff."
 
== [[Tabletop Games]] ==
Line 54:
** And there is also the old TSR board game 'Dungeon', which literally is "Wander through the wizard's dungeon picking up treasure."
** Interesting to note is that when Gary Gygax started making fantasy rules for Chainmail, D&D's precursor, he moved the action from standard tabletop war game battlefields to underground dungeons so he could save time and money on designing maps.
** There are actually quite a number of games like this, such as ''[[HeroQuest]]'', a simple dungeon crawler boardgame loosely connected to ''[[Warhammer Fantasy Roleplay]]''.
* ''[[Mage Knight]]'' had a variant called Dungeons which pitted teams of heroes against each other as well as against the monsters and traps.
* The Games Workshop boardgame ''[[Space Hulk]]'' is basically this genre [[Recycled in Space]] liberally crossed with the [[James Cameron]] film ''Aliens.''
Line 93:
 
{{reflist}}
[[Category:Older Than the NES]]
[[Category:Action Adventure Tropes]]
[[Category:Tabletop Game Tropes]]
[[Category:{{PAGENAME}}]]
[[Category:Action Adventure Tropes]]
[[Category:Dungeon Tropes]]
[[Category:Older Than the NESFeudalism]]
[[Category:Tabletop Game Tropes]]