Jason
chasing a bee
Tags: Wizardry: Proving Grounds of the Mad Overlord
John Harris took a break from his <a href="http://www.gamesetwatch.com/column_at_play/" target="blank">@Play column</a> to throw down a 22 page article for Gamasutra, <b><a href="http://www.gamasutra.com/view/feature/4066/game_design_essentials_20_rpgs.php" target="blank">Game Design Essentials: 20 RPGs</a></b>, wherein he pokes at the innards of 10 western RPGs and 10 of the Japanese variety.
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<blockquote>Even though there are many scripted encounters, or "specials," a key difference between Wizardry and the D&D sessions it seeks to emulate is the absence of a flexible DM to allow the players to try things that aren't offered in the basic ruleset. There is no jumping up on tables, swinging from ropes, prodding with 10-foot poles, knocking on walls, or listening at doors or using them to block pursuers. Monsters don't exist until they have been triggered, and once a fight begins it takes place entirely in that square of dungeon map, and cannot sprawl out into the dungeon.
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It is important to note that, in the 25-plus years since Wizardry was released, no CRPG has satisfactorily addressed this limitation, that of system inflexibilty. The lack of verisimilitude remains the most grievous difference between them and pen-and-paper games. </blockquote>
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The article is worth a read, even the JRPG parts (there's a section on Earthbound), although some folks will point and laugh at this bit in the Baldur's Gate section:
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<blockquote>Finally, I don't think I can let this game pass by without noting the extremely well-done characterization of the potential party characters. I am not aware of anyone who has played this game who had a certain ranger named Minsc join his party who wasn't utterly enthralled by the character. </blockquote>
John Harris took a break from his <a href="http://www.gamesetwatch.com/column_at_play/" target="blank">@Play column</a> to throw down a 22 page article for Gamasutra, <b><a href="http://www.gamasutra.com/view/feature/4066/game_design_essentials_20_rpgs.php" target="blank">Game Design Essentials: 20 RPGs</a></b>, wherein he pokes at the innards of 10 western RPGs and 10 of the Japanese variety.
<br>
<blockquote>Even though there are many scripted encounters, or "specials," a key difference between Wizardry and the D&D sessions it seeks to emulate is the absence of a flexible DM to allow the players to try things that aren't offered in the basic ruleset. There is no jumping up on tables, swinging from ropes, prodding with 10-foot poles, knocking on walls, or listening at doors or using them to block pursuers. Monsters don't exist until they have been triggered, and once a fight begins it takes place entirely in that square of dungeon map, and cannot sprawl out into the dungeon.
<br>
<br>
It is important to note that, in the 25-plus years since Wizardry was released, no CRPG has satisfactorily addressed this limitation, that of system inflexibilty. The lack of verisimilitude remains the most grievous difference between them and pen-and-paper games. </blockquote>
<br>
The article is worth a read, even the JRPG parts (there's a section on Earthbound), although some folks will point and laugh at this bit in the Baldur's Gate section:
<br>
<blockquote>Finally, I don't think I can let this game pass by without noting the extremely well-done characterization of the potential party characters. I am not aware of anyone who has played this game who had a certain ranger named Minsc join his party who wasn't utterly enthralled by the character. </blockquote>