Darklands (video game)

Short description: 1992 role-playing video game

Darklands

Developer(s)| MPS Labs
Publisher(s)| MicroProse
Director(s)| Arnold Hendrick
Designer(s)|

* Arnold Hendrick
* Sandy Petersen
* Douglas Kaufman

Programmer(s)|

* Jim Synoski
* Douglas Whatley
* Bryan Stout

Artist(s)|

* Michael O'Haire
* Artino

Composer(s)| Jeff Briggs
Platform(s)| MS-DOS
Release| 1992: Floppy disk
1995: CD-ROM
Genre(s)| Role-playing
Mode(s)| Single-player

Darklands is a historical fantasy role-playing video game developed and published by MicroProse in 1992 for MS-DOS. The game is set in the Holy Roman Empire during the 15th century. While the geographic setting is historically accurate, the game features many supernatural elements.

Darklands received mixed reviews upon release, with praise for its historical detail and open-ended gameplay but criticism directed at its numerous bugs and repetitive nature. In recent years the game's reception has been more positive. It was later re-released on GOG.com and Steam with support for Linux, MacOS, Windows OS.

## Contents

* 1 Gameplay
* 2 Plot
* 3 Development
* 4 Release
* 5 Reception
* 6 References
* 7 External links
* 8 Features
* 9 History
* 10 See also
* 11 References
* 12 External links

## Gameplay

Darklands features an early example of open world gameplay in role-playing video games. The player is free to complete quests that will give them a positive reputation, or to pursue a negative reputation by performing evil deeds. The player's reputation may vary across geographic boundaries, allowing the player to be simultaneously hated in one region and exalted in another.

Travel screen during winter. The game features changing seasons.

The setting for Darklands is medieval Europe. All of the cities that one's party may visit in the game are real places that existed in the Holy Roman Empire of the 15th century. Most are in modern-day Germany , but some are within the modern borders of other countries in Western and Central Europe, including Denmark, the Netherlands, Luxembourg, France, Switzerland, Austria, the Czech Republic and Poland. The cities are referred to in the game by their Old German names, some of which are now exonyms; the new local names are given in parentheses.

There are no other species available in character creation—all players are human and are differentiated by occupation. Any party member is capable of performing what are known as class-based feats in many other role-playing games, but skillful players usually improve the party member's skills only in the appropriate area. Thus, the equivalent of a cleric in this game would be someone who specializes in religious studies as well as healing skills. That the character specializes in the above, however, does not preclude him or her from learning artifice skills, such as lock picking. Age is a factor, as characters will begin to lose physical prowess as they age. However, the older the player is when the character is generated, the more skills and better equipment he or she starts with.

While the majority of the game uses text-based menus enhanced with hand-painted illustrations describing the player party's available actions, the party's movement between cities and during battle uses a graphical user interface. The real-time combat is dependent not only on the characters' skills, but also the type and quality of weapons used against the enemy and the enemy's armor. For example, using swords against plate armored foes is less effective than using hammers or maces.

## Plot

The game is set in a historical fantasy version of medieval Europe in which monsters and magic actually exist. The plot is not linear and there is no set path for the player to follow.[citation needed]

However, there is a main quest to follow in order to finish the game, which involves hunting witches and heretics. Darklands ends once the final battle is completed against the demon lord Baphomet, preventing the apocalypse. Baphomet can be found in a castle in an obscure part of the game map which can only be discovered after finding and defeating the evil occupants of various other fortresses around the game, in which the player's party can find information which will point the player to the final location. According to the official clue book for the game, the final battle location, as well as the location of some other quests in the game, is randomized at the start of each new game.

## Development

Darklands took almost three years to make and cost three million dollars, which was a very large sum for video game development at the time.[1] According to the manual, "Darklands would have been impossible without the faith and vision of the management of MicroProse Software. We originally underestimated the time, complexity and cost of the project by a large factor. When development costs rose past the stratosphere, there was a great temptation to either give up or just 'publish whatever we've got', regardless of quality." An Amiga version of Darklands was considered but the game was judged as too large to be played from a floppy disk and the potential market of hard disk-equipped Amigas was not large enough.[2]

## Release

Darklands was released by MicroProse in 1992, albeit with a number of bugs, ranging from minor to major. These included many instances of what would now be called crash-to-desktop errors. Additionally, the "character colors bug" results in the colors of on-screen characters being replaced with random (often bright) colorings.[3] Most of the bugs in the game were correctable by subsequently released patches. Before ubiquitous Internet connectivity, such patches were typically only available through BBS downloads by modem owners and through informal person-to-person copying, and thus many people were only able to play the originally released version. This gave Darklands a reputation as a buggy game.

At least one third-party commercial character editor was advertised for Darklands.[4] Darklands was supposed to be the first entry in a series of games with related settings, but no follow-up was ever made;[5] sales were not high enough to justify a sequel, and the game engine was not reusable.[6] The game was re-released in 2014 on GOG.com and on Steam as a downloadable title for Linux, MacOS and Windows OS.[7] Tommo purchased the rights to the game in 2013 and digitally published it through its Retroism brand.[8] In 2020, the publisher became Ziggurat Interactive, with support from Nightdive Studios.[9]

## Reception

Computer Gaming World offered contrasting opinions of the game. Scorpia liked the historical setting and use of religion but criticized Darklands' repetitive encounters and—more seriously—many bugs and missing features, such as the inability to save within dungeons, which, she reported, was a problem given the game's instability. She concluded that "the game ultimately brings little or no satisfaction when 'finished'".[10] Johnny L. Wilson acknowledged the bugs and repetitive nature but emphasized that "I still like the game", citing the importance of skills and an "open-ended feel and an element of free-will that I haven't previously experienced in a CRPG".[11] In 1993, Scorpia called Darklands a "perfect example of a fine idea ... gone wrong" with a "horrible ending", and "not a recommended game".[12]

Despite the bugs, the game was well received by other critics. It earned 4 out of 5 stars in Dragon, which stated that Darklands "is a great adventure and is certainly one of the best multicharacter FRPGs we've had the delight to play. With well-drawn graphics, multiple quests, good character generation, and flexibility in play, the game's detail is phenomenal."[13] Alfred Giovetti, writing for Compute!, praised Darklands for the "multitude of choices you get, which surpass the complexity and historical accuracy seen in any other contemporary computer game" and that its "attention to detail is exemplary". The review concluded "MicroProse should be congratulated for a truly heroic effort in creating a game for sword, sorcery and history buffs."[14] Darklands was nominated for PC Games' prize for the best role-playing game of 1992, but lost to Wizardry VII.[15] The game also won the 1992 "PC Special Achievement Award" from Game Players magazine.

Retrospectively, GameSpot featured Darklands on their lists of "The Greatest Games of All Time".[16] Todd Howard cited the game as an influence on Bethesda Softworks' popular fantasy role-playing series The Elder Scrolls.[17] Darklands was a direct inspiration for Obsidian Entertainment's 2022 role-playing game Pentiment.[18]

## References

1. ↑ Barton, Matt (16 October 2010). "Matt Chat 78: Arnold Hendrick Interview Pt. 1". YouTube. https://www.youtube.com/watch?v=I30dzwiNxLk.
2. ↑ "Darklands Interview with Arnold Hendrick". Thecomputershow.com. 1995-08-01. http://www.thecomputershow.com/computershow/interviews/darklands.htm.
3. ↑ "Darklands Domain - Neon Hair Bug". Darklands.net. 1999-02-23. http://www.darklands.net/files/neon.shtml.
4. ↑ "Darklands Character Editor". Computer Gaming World: 115. December 1992. http://www.cgwmuseum.org/galleries/index.php?year=1992&pub=2&id=101. Retrieved 5 July 2014.
5. ↑ "GameSpot Presents: Games That Should Be Remade, Volume I - GameSpot". 2005-03-07. http://www.gamespot.com/gamespot/features/all/remakes_032902/10.html.
6. ↑ Alexander, Mark (June 1994). "Darklands: The Last Generation". Computer Gaming World: 132. http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=119.
7. ↑ "Darklands on". http://www.gog.com/game/darklands.
8. ↑ "Purchase Agreement between Atari, Inc. and Rebellion Developments, Stardock & Tommo". BMC Group. 2013-07-22. http://docs.bmcgroup.com/Atari/nysb_1-13-bk-10176_313.pdf.
9. ↑ "5 classic games from Ziggurat Interactive join GOG.COM today". GOG Editor. 2020-03-20. https://www.gog.com/forum/general/b5_classic_games_from_ziggurat_interactive_join_gogcom_todayb_9c887.
10. ↑ Scorpia (December 1992). "MicroProse's Darklands". Computer Gaming World: 52. http://www.cgwmuseum.org/galleries/index.php?year=1992&pub=2&id=101. Retrieved 5 July 2014.
11. ↑ Wilson, Johnny L. (December 1992). "A Dark and Stormy Opinion". Computer Gaming World: 54. http://www.cgwmuseum.org/galleries/index.php?year=1992&pub=2&id=101. Retrieved 5 July 2014.
12. ↑ Scorpia (October 1993). "Scorpia's Magic Scroll Of Games". Computer Gaming World: 34–50. http://www.cgwmuseum.org/galleries/index.php?year=1993&pub=2&id=111. Retrieved 25 March 2016.
13. ↑ Lesser, Hartley; Lesser, Patricia; Lesser, Kirk (February 1993). "The Role of Computers". Dragon (190): 55–60.
14. ↑ Giovetti, Alfred C. (May 1993). "Darklands". Compute! (152): 102. https://archive.org/details/1993-05-compute-magazine.
15. ↑ Keizer, Gregg; Yee, Bernie; Kawamoto, Wayne; Crotty, Cameron; Olafson, Peter; Brenesal, Barry (January 1993). "Best of PCGames '92". PC Games: 20-22, 24, 26, 28, 30, 32.
16. ↑ "The Greatest Games of All Time". http://www.gamespot.com/gamespot/features/all/greatestgames/p-45.html.
17. ↑ Belfiglio, Alexander "Ghostfig101" (July 9, 2009). "15 Years of The Elder Scrolls Series". Planet Elder Scrolls. IGN. http://planetelderscrolls.gamespy.com/fullstory.php?id=159095. "The main inspiration for The Elder Scrolls comes from games like Ultima Underworld, Darklands, and Legends of Valour. And of course, D&D."
18. ↑ Valentine, Rebekah (2022-06-12). "What Is Obsidian's Pentiment?" (in en). IGN. https://www.ign.com/articles/what-is-obsidian-pentiment.

## 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 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

Logo used until March 2014

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]

On February 13, 2025, Freyholtz stepped down as the site lead to move onto new projects, leaving operations to Tracy Poff, a veteran coder on the site, and Atari staff.[18]

## See also

* IGDB - game database used by Twitch for its search and discovery functions

## References

1. ↑ 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/.
2. ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
3. ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
4. ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
5. ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
6. ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
7. ↑ 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.
8. ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
9. ↑ 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.
10. ↑ 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.
11. ↑ "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.
12. ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
13. ↑ "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/.
14. ↑ "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/.
15. ↑ 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/.
16. ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
17. ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
18. ↑ "An update on MobyGames leadership". 2025-02-13. https://www.mobygames.com/forum/3/thread/269628/an-update-on-mobygames-leadership/#post-269628.

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