Dungeon Siege
A continuous-world action RPG from the creator of Total Annihilation.
Dungeon Siege, an action role-playing game, was the debut title from Gas Powered Games, a studio founded by Chris Taylor. Microsoft published it for Windows in April 2002, with a Mac port from Destineer arriving the next year. The story takes place in the fantasy kingdom of Ehb, where a young farmer and her growing party set out to stop an invasion. Unlike many RPGs of its era, the game presents a seamless world with no loading screens. Characters develop not by choosing a class, but by how the player directs their use of weapons and magic.
Quick Facts
- Developer
- Gas Powered Games
- Publisher
- Microsoft (Windows), Destineer (Mac OS X)
- Producer
- Jacob McMahon
- Designer
- Chris Taylor
- Writer
- Neal Hallford
- Composer
- Jeremy Soule
- Platforms
- Microsoft Windows, Mac OS X
- Released
- April 5, 2002 (Windows), May 2, 2003 (Mac OS X)
Facts from the source article.
Development
Gas Powered Games got its start in May 1998, founded by Chris Taylor, who had made a name for himself with the 1997 real-time strategy game Total Annihilation. He brought along several former coworkers from Cavedog Entertainment, and the group wanted to try something different. After kicking around a few ideas, they settled on an action role-playing game as their debut project. Taylor helped shape the initial concept and worked as one of the designers, alongside Jacob McMahon, who served as the other lead designer and producer, and Neal Hallford, who handled lead story and dialogue writing.
Hallford joined after development had already begun; Taylor had mapped out the game's beginning and ending but left the middle parts and background lore for Hallford to fill in. The music came from Jeremy Soule, who had also composed for Total Annihilation. The team fluctuated around thirty people during development, eventually growing to forty by the end. The whole process took over four years, even though the original plan called for just two.
Dungeon Siege drew inspiration from earlier role-playing games like Baldur's Gate and the Ultima series, but its biggest influence was Diablo. Taylor admired how Diablo focused on action, letting players jump in without needing to study gameplay details or settings first. He wanted to push that idea further, creating a streamlined, immersive, action-heavy RPG that cut out the parts of the genre he found boring, frustrating, or slow. He also aimed to simplify the gameplay to attract a broader audience.
To match that approach, Taylor asked Hallford to write a fast, streamlined narrative. Hallford crafted a detailed backstory that the developers used for inspiration but never showed directly to players, keeping in-game text minimal so the action stayed front and center. Hallford said the writing process felt similar to other game projects, except for a stronger focus on brevity. He also noted that coming onto the project much later than usual meant he had to build a story that fit around set pieces already created by the team.
Reception
Dungeon Siege moved over 1.7 million copies in total. In the month before its launch, preorders placed it as the eighth best-selling computer game of March 2002, according to the NPD Group. When it actually came out the next month, it jumped to second place, trailing only The Sims: Vacation. It then slipped to seventh and then thirteenth over the next two months, ending the year in fourteenth place overall. By August 2006, it had sold 360,000 copies in the United States, earning $14.5 million. That performance led Edge to rank it as the 44th best-selling computer game in the country between January 2000 and August 2006. In September 2002, the game also earned a Gold certification from the Verband der Unterhaltungssoftware Deutschland, meaning it sold at least 100,000 units across Germany, Austria, and Switzerland.
Critics gave the game high marks at launch. On Metacritic, it ranked as the third-highest-rated computer role-playing game of 2002, behind Neverwinter Nights and The Elder Scrolls III: Morrowind, and the twenty-first-highest-rated computer game overall that year. Reviewers widely praised the graphics. Dan Adams of IGN described it as "ridiculously pretty to watch," while GameSpot and GamePro highlighted the detailed and varied environments.
Robert Coffey of Computer Gaming World and Greg Vederman of PC Gamer also commended the detailed settings. Andy McNamara and Kristian Brogger of Game Informer, along with GameSpy's Peter Suciu, noted the seamless world with no loading screens as a standout feature. Suciu further appreciated that the freeform map avoided the typical rectangular regions with winding paths. The sound effects earned praise from IGN and GamePro for building atmosphere, while IGN and GameSpot also complimented the ambient orchestral score.
Legacy
Dungeon Siege made a strong first impression at E3 2000, picking up Best RPG from Game Revolution and Most Immersive Role-playing Game from GameSpot. After its launch, the Academy of Interactive Arts & Sciences put it up for Computer Role-Playing Game of the Year and Outstanding Innovation in Computer Gaming at their 6th annual awards, but it lost both—to Neverwinter Nights and Battlefield 1942, respectively. PC Gamer US also nominated it for Best Roleplaying Game of 2002, where it again fell to Neverwinter Nights.
IGN did give it the nod for Best PC Game Graphics. A key move from Gas Powered Games was releasing the Siege Editor, which kicked off a lively modding scene. Even before the game shipped, several modding groups had already announced plans to use the engine for big projects, including remakes of games from the Ultima series. After release, mods poured in, including total conversions like The Lands of Hyperborea and Elemental.
Gas Powered Games itself put out a mod called Yesterhaven in July 2002, built by six designers over six weeks. It offered a short multiplayer story for low-level characters, who had to defend a town from three themed monster plagues. The next big addition was Legends of Aranna, a full expansion pack from Mad Doc Software, released on November 11, 2003 for Windows and Mac OS X by Microsoft. It didn't change much in terms of core gameplay, just adding new terrains, creatures, and items, but it did tell a completely separate story.
Players control another unnamed farmer who must retrieve the stolen Staff of Stars from a creature called the Shadowjumper, fighting through icy hills, jungles, and islands before reaching the Great Clock—a giant artifact that controls Aranna's seasons—and defeating the thief. Critics liked the amount of content but felt the base gameplay hadn't evolved enough, so reviews were generally less positive than for the original. At the 7th Interactive Achievement Awards, the AIAS nominated Legends of Aranna for Computer Role-Playing Game of the Year, but it lost to Star Wars: Knights of the Old Republic.
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