

Nancy Holder, wife of producer Wayne Holder, wrote the storyline in the manual (from a base scenario suggested by Michael Newton and the FTL team). Other factors in immersiveness were the then-revolutionary use of sound effects to indicate when a creature was nearby, and (primitive) dynamic lighting.Īnother factor in its popularity may have been the imaginative mythology, with players often reporting a nurturing identity with their chosen characters. This kind of attention to detail and focus on the user interface was typical of the game and helped create an often captivating sense of craft and ingenuity. For example, a fireball spell was created by mixing the fire symbol with the wing symbol. It also introduced some novel control methods including the spell casting system, which involved learning sequences of runes which represented the form and function of a spell's effect. Abstract Dungeons and Dragons style experience points and levels were eschewed in favor of a system where the characters' skills were improved directly via using them. Instead of using text-based commands to interact with the environment, players directly manipulated objects and the environment by clicking the mouse in the enlarged first-person view. Dungeon Master was a realtime game, in contrast to the traditional turn-based approach that was prevalent until then.

While previous games such as Alternate Reality: The Dungeon, The Bard's Tale, Ultima and Wizardry offered Dungeons & Dragons-style role playing, Dungeon Master established several new standards for role playing and computer games in general.
