What does Dungeon Keeper reveal about workplace exploitation?
Dungeon Keeper is a strategy video game developed by Bullfrog Productions and released by Electronic Arts in June 1997. I was first introduced to this game by a cousin a bit older than me—along with Starcraft—and I was amazed at the sheer possibilities within a game. At that time, I already enjoyed playing video games, and while I lacked a broader perspective on its themes, I found it amusing to take on the role of “the evil guy” for once. The concept was intriguing: you play as a dungeon master, wielding magical abilities, with the goal of conquering the land by eliminating heroes and rival dungeon masters.
The game is filled with black humor, which is both perverse and thought-provoking. As the dungeon master, you summon small creatures—gnomes—to serve as workers, mining gold, constructing new rooms, and carving out tunnels. Interestingly, you can slap them, which causes them harm but also makes them work faster. Now, imagine applying that logic in real life as the head of a company—what would happen? Or perhaps, is it already happening? How many leaders in positions of power exploit their employees, pushing them to their limits under the guise of efficiency? At what point does dark humor transition into a grim reality for those being overworked, underpaid, or “killed” at work?
Who decides what is evil?
One of the most fascinating aspects of Dungeon Keeper is that you play as the “evil” force. The world isn’t strictly divided into good and evil, and history has repeatedly shown us that victors—often conquerors—are the ones who get to write history. But who truly deserves the “evil” label? The legacy of colonialism left deep scars across the globe, many of which remain visible today. Even now, some nations continue to push the narrative that they are superior, that they must dominate others, labeling their opponents as threats or as “evil.” But in reality, isn’t this just another form of power-seeking disguised as justice?
Should volatile figures be allowed to rule?
A particularly intriguing character in the game is the Horned Reaper—an immensely powerful but unstable monster. If he isn’t “happy,” he lashes out at other creatures, even attacking his own allies. Managing him is an investment, as he brings immense strength to battle but requires constant micromanagement to prevent chaos. This raises a compelling question: should we allow such erratic and unpredictable figures to hold power in our own world? And what about those pulling the strings behind the scenes—the masters of the dungeon—who manipulate their forces without concern for the destruction they leave behind?
At what cost does power bring pleasure?
The ironic truth is that Dungeon Keeper is incredibly fun to play. Perhaps this gives us a glimpse into how those in power—the elites controlling systems from behind closed doors—find pleasure in their actions. But at what cost?
What do you think?
Are there parallels between Dungeon Keeper and real-world power struggles? Do you see reflections of exploitation, manipulation, or historical revisionism in the game? Share your thoughts in the comments!
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