LarryTyphoid
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- Sep 16, 2021
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The classic Wizardry formula created for Proving Grounds of the Mad Overlord has the player's party going on expeditions into a dungeon, expending their limited resources to explore and survive enemy encounters, and leaving the dungeon when those resources need to be replenished. As the party members' skills and equipment improves, expeditions into the dungeon become longer and the party dives deeper to the lower floors. Attrition is the name of the game, and realizing when to push forward and when to retreat is the difference between going home with buckets of loot or experience and getting your entire party killed.
Wizardry 6 and its sequels got rid of the original formula in favor of having the entire game set inside a first-person dungeon. As a result, attrition is much less of an issue. The player's party can rest at any time in the dungeon to restore health and spell points. It doesn't feel like you have to prepare and set out on an expedition like original Wizardry, but more like you're just exploring a world as in other RPGs. So was it really right to so fundamentally change the structure of Wizardry in this way? Games that stick to the original formula are often accused of being simple Wizardry 1 clones, and that D.W. Bradley's evolution of the series was necessary to prevent it from becoming stale, but didn't the original formula have lots of room to expand without abandoning it altogether? I haven't played Elminage Gothic past the first dungeon, but I still don't think it can rightly be called a "clone" of Wizardry 1.
Note that I've only barely played Wiz6 and can't say whether I fall on one side or another, but I've been interested in this topic since I heard Japanese Wizardry purists criticize Wiz6/7 and Grimoire, and I'd like to hear how hardcore fans of those games respond.
Wizardry 6 and its sequels got rid of the original formula in favor of having the entire game set inside a first-person dungeon. As a result, attrition is much less of an issue. The player's party can rest at any time in the dungeon to restore health and spell points. It doesn't feel like you have to prepare and set out on an expedition like original Wizardry, but more like you're just exploring a world as in other RPGs. So was it really right to so fundamentally change the structure of Wizardry in this way? Games that stick to the original formula are often accused of being simple Wizardry 1 clones, and that D.W. Bradley's evolution of the series was necessary to prevent it from becoming stale, but didn't the original formula have lots of room to expand without abandoning it altogether? I haven't played Elminage Gothic past the first dungeon, but I still don't think it can rightly be called a "clone" of Wizardry 1.
Note that I've only barely played Wiz6 and can't say whether I fall on one side or another, but I've been interested in this topic since I heard Japanese Wizardry purists criticize Wiz6/7 and Grimoire, and I'd like to hear how hardcore fans of those games respond.