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Classic arabic maṭmūrah, which can be translated as "silo" , he arrived in Hispanic Arabic as maṭmúra. That is the immediate etymological antecedent of dungeon , a term of our language that alludes to a underground dungeon .

The dungeons, therefore, were located at sites of Hard access , which increased the complexity of an eventual escape . They were usually built under a fortress or a castle .

The physical location of the dungeon, on the other hand, made it a dark and dreary place . He who was locked in a dungeon suffered great torments in addition to the deprivation of his freedom .

It was common for a dungeon to have a system of galleries and corridors to connect the different cells. In some cases, they were left in these prisons the remains of the damned who died there; in this way the inmates lived with the bones of the deceased.

It is called dungeon game , on the other hand, to an adventure class in video game , role playing and board games. In this entertainment, the player must go through a maze facing different enemies and collecting different elements that can be very useful to continue moving forward.

The dungeon, in this framework, is a exploration area . The character has to advance until he finds the exit and, meanwhile, you must eliminate the villains that appear in your path.

One of the most famous video game series within which the dungeon is the main element is The legend of Zelda, created by acclaimed Japanese designer Miyamoto Shigeru and published exclusively for the consoles of Nintendo , with the exception of three titles that were available on a Philips console in the mid-1990s and that are not recognized as part of the series official.

The dungeons of the Zelda games are very varied and challenging. They are generally distinguished by their thematic designs, which are usually related to the characteristics of the territory in which they are found; for example, a dungeon in the snow usually includes ice and cold as part of its logic, just as one located in a volcano usually has lava among its platforms .

At the end of the dungeons there is always an especially powerful enemy, which in the context of video games is called "boss", who the main character must defeat to get out and continue advancing in the history . On the other hand are enemies similar to bosses that are along the way; these present inflection points in the adventure, since after defeating them it is common for the player to receive a weapon or artifact necessary to access new parts of the dungeon.

The sensation of confinement experienced in a dungeon is accentuated by the omnipresence of death, by the dangers They constantly stalk us. This is true in both real and fictional ones, and serves as an incentive to move forward in search of the exit.

In the case of a video game, it is important to design it in such a way that the cells and halls "speak for themselves", that there are a series of messages in them that we can decode to understand how to move forward. A good design It never leads the player to get frustrated but invites him to observe his surroundings carefully. This combination in balance of challenge and mystery is very rare, since only the great developers are able to achieve it.

It is important not to confuse dungeon with Porridge . This second concept has several meanings, usually referring to a meal that is made with corn and that it can be sweet or savory depending on the case.

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