Dungeon Siege < Verified >

: Examine how features like party formations and group-based AI reflected Taylor’s work on Total Annihilation .

: Explore Taylor's goal of removing genre "fluff" (like inventory micro-management and loading screens) to keep players "melted into the monitor". Reverse engineering Dungeon Siege - Guilherme Lampert Dungeon Siege

Writing about (2002) offers several fascinating angles, especially if you're interested in the technical evolution of games or the "hands-off" design philosophy that divided critics at the time. : Examine how features like party formations and

: Analyze how the game used a proprietary Siege Node (SNO) architecture to link 3D geometry chunks together. Dungeon Siege

Dungeon Siege was famously criticized (and praised) for its high level of automation. A paper could explore the thin line between "streamlining" and "removing player agency."