Thing is, this isn't dungeon keeper, its more like zoo tycoon with monsters where the visitors are the "good" heroes. Not sure this game concept can really carry over to a good game.
I read that same interview and actually felt like it would end up being a
better game than Dungeon Keeper.
In DK you spent most of your time setting up a lovely dungeon to attract monsters and research new stuff... only to have a band of ruddy heroes show up and trash the place. If your dungeon was inadequate they'd create a right mess; if it was well equipped they'd go splat. It was like building castles out of Legos and desperately trying to stop your little brother from breaking them. Sure, it was a lot of fun - especially when he pokes himself on a cunningly hidden spike and dropped all his pocket moneys in fright (mwahaha) - but it was like the hero-killing was subsidiary to the monster-pleasing.
Now, don't get me wrong: I
loved DK. But, if anything,
that game was like zoo tycoon where the monsters are the visitors - and heroes are natural disasters which afflict the place every so often. (Or was that Sim City?)
Anyway, point is: in Dungeons it looks like the focus will be on the heroes. 'Happy' heroes are challenged heroes, so the more monsters and traps, the happier they are. You're trying to attract them to your dungeon so they can pit themselves against your minions, overcome your traps and steal your treasure. But of course if you actually let them get away with that, you'd be a pretty unsuccessful dungeon. So you let them get away with quite a lot of it, then show them who's boss and crush them like maggots. Yummy souls. Oh, and you nick
their money. *Insert maniacal laughter*
As a game concept, I think that's pretty solid.