So, I never did play the original Dungeon Keeper, but before I got into the games industry I did try to DM some modules using the Neverwinter Nights mod tools. There were some cool features for both dungeon construction and real-time DM'ing. But there were a number of hurdles:
- Content creation was time intensive. The level editor was pretty usable, but it still took many hours to craft an adventure that you might only play once with friends.
- Too many tools. In the hands of an experienced designer with lots of iterative playtesting feedback, this makes for great, polished, balanced dungeons. As one-offs, with an amateur designer and just a few friends (or maybe the occasional stranger) playing the game, it was hard to generate quality entertainment.
- DM'ing in real time could be a lonely, unthankful, and potentially overwhelming task. You needed to keep track of one or more adventurers who were navigating your dungeon in real time.
- Messing around with, essentially, dev/debug tools can be fun as a game play experience. Another examples of this is "the line" feature in Forza. Originally designed to help debug race tracks, team members (and later playtesters) liked the feature so much that they spruced it up visually and added it as a game play feature. In L4D, you are able to "spy" on the world through other players eyes, move around as "ghosts", see and move through walls, and access areas of the map that are inaccessible to Survivors. In a sense when you play as Infected you are playing the role of Dungeon Master.
- Well, more like Dungeon Master's assistant. Someone else (the game developer and designer) has done a lot of the hard work in balancing and polishing the core experience. You get to "tweak" this experience given a limited toolset that is fun to use and accessible via entertaining game play mechanics (instead of through code or script).
- Actually, more like a community of Dungeon Master assistants. There can be division of labor, group strategizing, and socially reinforcing "atta boy" chatter.
- What social/co-operative components are critical to make both content creation and real time (in game) participation fun for DMs?
- What feedback loop elements are needed (what are the internal goals and desires of people who like to DM? Are there a few prototypical subcategories or personas of DMs? how do we reinforce their goals/desires?)
- How much freedom is enough to keep DMs interested, but not too much to be either overwhelming or result in unbalanced/unpolished game play?
- What should be the balance between "away from the game" planning and development (e.g., using content creation and editing tools) and real time participation (e.g., wandering around as ghosts, spawning in as NPCs or creatures)?