Software:Descent to Undermountain
| Descent to Undermountain | |
|---|---|
Cover art: "Spellfire" by Clyde Caldwell[1] | |
| Developer(s) | Interplay |
| Publisher(s) | Interplay |
| Designer(s) | Chris Avellone Scott Bennie John Deiley Robert Holloway Steve Perrin |
| Programmer(s) | Andrew Pal Robert Hanz |
| Artist(s) | Robert Nesler Kevin Beardslee |
| Composer(s) | Richard Band Rick Jackson Ron Valdez |
| Platform(s) | DOS, Windows |
| Release | January 15, 1998[2] |
| Genre(s) | Role-playing |
| Mode(s) | Single-player |
Descent to Undermountain is a role-playing video game developed and published by Interplay in 1998. Based on the Dungeons & Dragons setting of Undermountain in the Forgotten Realms, it casts the player as an adventurer out to explore the treasure-filled recesses of the Undermountain dungeon. The "Descent" part of the name refers to the game's use of the 3D rendering engine from the 1995 game Descent.
Descent to Undermountain had a troubled development cycle. The Descent engine turned out to be unsuited for a role-playing game, leading to ballooning budgets and protracted delays. Interplay decided to ship the game in time for Christmas 1997, resulting in a rushed product - although it failed to make even that deadline and actually shipped on January 15 of the next year. The game received very negative reviews and has been called the worst Dungeons & Dragons video game ever.
Plot
The player character is an adventurer who has come to Waterdeep looking for employ from Khelben Blackstaff, high mage of the city. Blackstaff informs the player that people have been disappearing mysteriously, and some return from Undermountain with frightening tales. Blackstaff assigns several quests to the player character so he can find out the cause behind the renewed activity from the dungeon.
It emerges that the Flame Sword of Lolth is buried somewhere deep within the dungeon. Whoever should possess the artifact would gain control of an undead army from the Abyss. The followers of Lolth, the Drow, are seeking the sword. The only way to subdue the power of the Sword is to reassemble the Spider Amulet, which was broken into eight pieces and scattered throughout Undermountain.
Lolth is the final boss of the game.
Gameplay
Descent to Undermountain uses the same game mechanics as Advanced Dungeons & Dragons. At the start of the game, the player chooses one of six different races and four different classes for his character, with multi-classing as an option. These choices impact the player's statistics, which are used to determine the probability of successfully completing ingame actions.
The Yawning Portal Inn in Waterdeep serves as a hub area. In between quests to Undermountain, the player may trade with non-player characters (NPCs) at the inn for goods and services.
Undermountain allowed the player to interact with NPCs, monsters, and the general environment from a first-person perspective. Real-time combat would mix with puzzles to provide a variety of challenges throughout the vast dungeon.
Defeated enemies may drop items or gold coins. Other such "loot" may also be found lying at random on dungeon floors. These collectibles can be traded with merchants at the Waterdeep hub.
Development
Descent to Undermountain was developed by Chris Avellone, Scott Bennie, John Deiley, Robert Holloway, and Steve Perrin. The game is based on the Dungeons & Dragons fantasy role-playing game, which was published at the time by TSR, Inc. Programmers were Andrew Pal, James Gardner, Robert Holloway and Chris Farenetta.
The game partially derives its title from the use of the Descent 3D graphical engine. The game was not the first to bring PC role-playing into a 3D environment: Bethesda Softworks' Elder Scrolls series and Looking Glass Studios' Ultima Underworld series preceded it. However, Descent was the first to use a true 3D engine as opposed to a sprite-based 2.5D solution.
The usage of the Descent engine presented immediate difficulties for the development team. In an interview early in the game's development, creative director Michael McConnohie commented, "The combat is the most difficult thing for us now because the collision spheres used in Descent are further out from your craft, and don't lend themselves to up-close combat. Being able to work those down to the point where you can actually hit a biped with a hand weapon is quite a challenge."[3]
The game was initially designed to include a networkable four-player mode,[3] but there was no time left to implement it.
The cover art, "Spellfire" by Clyde Caldwell, was previously used as a cover art for Ed Greenwood's 1987 novel Spellfire and Westwood Studios' 1992 role-playing video game Order of the Griffon.
Reception
Descent to Undermountain was generally poorly received.[4] The decision to use the Descent graphics engine was cited as a design issue, as it required heavy rewrites to the code in order to support an RPG setting such as Undermountain.[5] According to game designer Eric Bethke, bugs, poor AI, the unappealing and shoddy nature of the graphics, and several other issues have attributed to a general consensus of the game as an example of a title that was pushed to release before it was ready.[6] Technical issues existed in the concept which delayed development, forcing redesigns and re-engineering. Ultimately the "quick change" to Descent's rendering engine proved to be extremely challenging which exceeded the technical understanding of the corporate leadership who were resolved to predetermined delivery dates. This lack of understanding led to a hurried development cycle, and the game was maligned by Bethke as "a classic example of a game that was shipped too early."[7]
Julian Schoffel, in the Australian PCWorld, called the game "woeful", with the hope that the following release, Baldur's Gate, might "redeem" Interplay as a company.[8] GamePro blasted it as having outdated visuals, numerous bugs, and difficult setup and configuration. Though the praised the level designs, they concluded that "you can't escape the feeling that, despite this game's two-year delay, Descent to Undermountain still isn't finished." They gave it 2.5 out of 5 for graphics, 4.0 for sound, 3.0 for control, and 3.0 for fun factor.[9] On the other hand, Ahmed Kamal Nava of the New Straits Times called it the best role-playing game of 1997.[10]
Next Generation reviewed the PC version of the game, rating it one star out of five, and stated that "When it comes to graphics and gameplay, most players will end up taking a quick look at this one and then shrugging it aside."[11]
According to GameSpy, "Descent to Undermountain had only one virtue - it made everybody forget about Gorgon's Alliance and the entire previous two years of atrocious Dungeons & Dragons games".[12]
Interplay acknowledged this poor reception with an easter egg in the computer role-playing game Fallout 2, released a year after Undermountain. The player may obtain a magic 8-ball item which typically dispenses advice but also has a few gag lines. One of these is "Yes, we KNOW Descent to Undermountain was crap."[13]
References
- ↑ "Spellfire". https://clydecaldwell.com/gallery/shellfire/.
- ↑ "INTERPLAY RELEASES 360 DEGREE AD&D; ROLE-PLAYING GAME". January 15, 1998. http://interplay.com/press/dtu.html.
- ↑ 3.0 3.1 "Descent to Undermountain: The Flame Sword of Lloth". Next Generation (11): 130–131. November 1995. https://archive.org/stream/nextgen-issue-011/Next_Generation_Issue_011_November_1995#page/n131. Retrieved September 19, 2017.
- ↑ Gregson, Chris (1997). "Gamespot review". Gamespot. http://www.gamespot.com/pc/rpg/descenttoundermountain/review.html.
- ↑ "Interplay 98 (Part 1)". IGN. May 13, 1998. http://rpgvaultarchive.ign.com/features/interviews/interplay98.shtml.
- ↑ Bethke, Eric (April 11, 2003). "Structural Key Design Elements". Gamasutra. http://www.gamasutra.com/features/20030411/bethke_01.shtml.
- ↑ Bethke, Erik (2003). Game Development and Production. Wordware Publishing, Inc. p. 79. ISBN 9781556229510. https://books.google.com/books?id=m5exIODbtqkC&q=Undermountain&pg=PA79.
- ↑ Schoffel, Julian (April 1, 1998). "RPG Revival". PCWorld. http://www.highbeam.com/doc/1G1-20497495.html.
- ↑ Blade (April 1998). "PC GamePro Review: Descent to Undermountain". GamePro (IDG) (115): 60.
- ↑ "Finals". Next Generation (Imagine Media) (41): 112, 116. May 1998.
- ↑ Rausch, Allen (2004-08-18). "A History of D&D Video Games - Part IV". Game Spy. http://pc.gamespy.com/articles/540/540115p3.html.
- ↑ Black Isle Studios (1998). Fallout 2. Interplay. Level/area: Shark Club, New Reno.
External links
- MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.
Features
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.
History

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
See also
- IGDB – game database used by Twitch for its search and discovery functions
References
- ↑ 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/.
- ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
- ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
- ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
- ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
- ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
- ↑ 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521.
- ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
- ↑ Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned.
- ↑ Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner.
- ↑ "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames.
- ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
- ↑ "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/.
- ↑ "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/.
- ↑ Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/.
- ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
- ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
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