Dungeon Master
Real-time revolution
FTL's 1987 RPG abandoned turn-based combat for real-time dungeon crawling, creating the template for action-RPGs.
Overview
Dungeon Master transformed role-playing games. FTL Games’ 1987 dungeon crawler abandoned the turn-based conventions of Wizardry and Bard’s Tale for real-time combat, where clicking on weapons actually swung them. The Atari ST original became the platform’s best-selling game; ports followed. Modern action-RPGs trace lineage here.
Fast facts
- Developer: FTL Games (Doug Bell, Andy Jaros, Wayne Holder).
- Release: December 1987 (Atari ST).
- Innovation: real-time combat, skill-based advancement.
- Platforms: Atari ST (original), Amiga, PC, SNES.
- Interface: mouse-driven, iconic click-to-act system.
- Sequel: Chaos Strikes Back (1989), Dungeon Master II (1993).
The real-time revolution
Previous dungeon crawlers were turn-based:
- Wizardry: enter commands, watch results.
- Bard’s Tale: menu-driven combat.
Dungeon Master changed everything:
- Click weapon to swing—now.
- Monsters attack in real-time.
- Movement unrestricted by turns.
- Time pressure creates tension.
The interface
The mouse-driven system was elegant:
- Movement: click edges of view to move.
- Combat: click weapon icons to attack.
- Magic: click rune combinations to cast.
- Inventory: drag-and-drop item management.
Everything visual, minimal text menus.
The magic system
Spells combined runes:
- Four power levels (Lo, Um, On, Ee).
- Six elemental symbols.
- Combinations created different effects.
- Experimentation rewarded.
Players discovered spells through trial.
The dungeon
Fourteen levels of increasing difficulty:
- Puzzles requiring item manipulation.
- Traps demanding quick reactions.
- Boss encounters testing all skills.
- Non-linear exploration within structure.
Skill-based advancement
Characters improved through use:
- Swing swords to improve fighter skills.
- Cast spells to improve magic.
- No experience points distributed manually.
- Natural progression through play.
Legacy
Dungeon Master created the action-RPG template. Eye of the Beholder, Ultima Underworld, and eventually Dark Souls owe debt to its real-time decisions. The interface innovations influenced game design broadly. When dungeon crawlers evolved, this was the mutation point.