Dungeons Interview

Dungeons creative director Christian Wolfertstetter has once again fielded a fistful of questions about the newly released strategy/RPG, with this most recent Q&A surfacing over at Gaming Illustrated. A little something to start you off:
In this game, you play the master of the dungeon and try to thwart what we're hearing are 10 different classes of heroes. The general idea here will be to make sure they die horrible (and entertaining) deaths with the armies you have at your disposal?

Not quite.

The basic idea behind Dungeons is to explain why dungeons look like they do in MMOs and Action-RPGs these days. Why is there loot lying around for heroes to pick up? Why are the monsters challenging but not overpowering to the hero? Dungeons is what we came up with for an answer.

In Dungeons you control the evil Dungeon Lord and craft your own dungeon. You place monsters, loot and so on until finally those heroes enter your lair. Now your job is not to kill them (at least not in the beginning) but rather keep them happy. The reason being, that happy heroes generate soul energy, which is a precious resource for you.

So your Dungeon Lord lurks in the dark and waits for those heroes to build up soul energy until they are (ripe) for him to harvest. That's where the kill and / or imprison part kicks in.