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Tags: Bard's Tale; Bard's Tale II: The Destiny Knight; Bard's Tale III: Thief of Fate; Interplay; Sir-Tech; The Digital Antiquarian; Wizardry; Wizardry III: Legacy of Llylgamyn; Wizardry IV: The Return of Werdna
It's been over a year since the last time The Digital Antiquarian, Jimmy Maher's outstanding gaming history blog, had a post about RPGs. Today, perhaps to coincide with Matt Barton's ongoing interview with Robert Sirotek, he has published a long article about the decline of the Wizardry series throughout the 1980s, and how it was effectively replaced by Interplay's The Bard's Tale series. Here's an excerpt:
It's been over a year since the last time The Digital Antiquarian, Jimmy Maher's outstanding gaming history blog, had a post about RPGs. Today, perhaps to coincide with Matt Barton's ongoing interview with Robert Sirotek, he has published a long article about the decline of the Wizardry series throughout the 1980s, and how it was effectively replaced by Interplay's The Bard's Tale series. Here's an excerpt:
In the competition between the two 800-pound gorillas of the industry, Wizardry won the first round with both the critics and the public. Compared to Ultima I, Wizardry I garnered more attention and more superlative reviews, and engendered a more dedicated cult of players — and outsold its rival by at least a two to one margin.Wizardry‘s victory wasn’t undeserved; with its attention to balance and polish, its sophisticated technical underpinnings, and its extensive testing, Wizardry felt like a game created by and for grown-ups, in contrast to the admittedly charming-in-its-own-way Ultima, which felt like the improvised ramblings of a teenager. (A very bright teenager and one hell of a rambler, mind you, but still…) The commercial rewards were immense. The first Wizardry sold over 200,000 copies in its first three years, an achievement made even more remarkable when we consider that almost all of those were sold for a single platform, the Apple II, along with a smattering of IBM PC sales. While Infocom’s Zork may have managed similar numbers, it had the luxury of running on virtually every computer in the industry.
As early as 1982, however, the tables were beginning to turn. Richard Garriott continued to push Ultima forward, making games that were not just bigger but richer, prettier, and gradually more accessible, reaping critical and commercial rewards. As for Wizardry… well, therein lies a tale of misplaced priorities and missed opportunities and plain old mismanagement sufficient to make an MBA weep. While Ultima turned outward to welcome ever more new players to its ranks, Wizardry turned inward to the players who had bought its first iteration, sticking obstinately to its roots and offering bigger and ever more difficult games, but otherwise hardly changing at all through its first four sequels. You can probably guess which approach ended up being the more artistically and commercially satisfying. One could say that Ultima did not so much win this competition as Wizardry forfeited somewhere around the third round. Robert Woodhead, Andrew Greenberg, and Sir-Tech did just about everything right through the release of the first two games; after that they did everything just as thoroughly wrong.
As early as 1982, however, the tables were beginning to turn. Richard Garriott continued to push Ultima forward, making games that were not just bigger but richer, prettier, and gradually more accessible, reaping critical and commercial rewards. As for Wizardry… well, therein lies a tale of misplaced priorities and missed opportunities and plain old mismanagement sufficient to make an MBA weep. While Ultima turned outward to welcome ever more new players to its ranks, Wizardry turned inward to the players who had bought its first iteration, sticking obstinately to its roots and offering bigger and ever more difficult games, but otherwise hardly changing at all through its first four sequels. You can probably guess which approach ended up being the more artistically and commercially satisfying. One could say that Ultima did not so much win this competition as Wizardry forfeited somewhere around the third round. Robert Woodhead, Andrew Greenberg, and Sir-Tech did just about everything right through the release of the first two games; after that they did everything just as thoroughly wrong.
As I wrote earlier, the second Wizardry, Knight of Diamonds, was an acceptable effort, if little more than a modest expansion pack to the original. It let players advance their characters to just about the point where they were too powerful to really be fun to play anymore, while giving them six more devious dungeon levels to explore, complete with new monsters and new tactical challenges. However, when the next game in the series, 1983′s Legacy of Llylgamyn, again felt like a not terribly inspired expansion pack, the franchise really began to go off the rails. Greenberg and Woodhead hadn’t even bothered to design this one themselves, outsourcing it instead to the Wizardry Adventurers Research Group, apparently code for “some of Greenberg’s college buddies.” Llylgamyn had the player starting over again with level 1 characters. Yet, incredibly, it still required that she purchase the first game to create characters; they could then be transferred into the third game as the “descendents” of her Wizardry I party. It’s hard to even account for this as anything other than a suicidal impulse, or (only slightly more charitably) a congenital inability to get beyond the Dungeons and Dragons model of buying a base set and then additional adventure modules to play with it. As Richard Garriott has occasionally pointed out over the years, in hewing to these policies Sir-Tech was effectively guaranteeing that each game in their series would sell fewer copies than the previous, would be played only by a subset of those who had played the one before. We see here all too clearly an unpleasant pedantry that was always Wizardry‘s worst personality trait: “You will start at the beginning and play properly!” It must have been about this time that the first masses of players began to just sigh and go elsewhere.
[...] And then came the fiasco of Wizardry IV, a game which embodies all of the worst tendencies of the Wizardryseries and old-school adventure gaming in general. This time Greenberg and Woodhead turned the design over to Roe R. Adams, III, a fount of adventure-game enthusiasm who broke into the industry as a reviewer for Softalk magazine, made his reputation as the alleged first person in the world to solve Sierra’s heartless Time Zone, and thereafter seemed to be everywhere: amassing “27 national gaming titles,” writing columns and reviews for seemingly every magazine on the newsstand, testing for every publisher who would have him, writing manuals for Ultima games, and, yes, designing Wizardry IV. Subtitled The Return of Werdna, Wizardry IV casts you as the arch-villain of the first Wizardry. To complete the inversion, you start at the bottom of a dungeon and must make your way up and out to reclaim the Amulet that was stolen from you by those pesky adventurers of the first game.
[...] But insane difficulty is only part of the tale of Wizardry IV. It has another dubious honor, that of being one of the first notable specimens of a species that gamers would get all too familiar with in the years to come: that hot game of the perpetually “just around the corner!” variety. Sir-Tech originally planned to release Wizardry IV for the 1984 holiday season, just about a year after Legacy of Llylgamyn and thus right on schedule by the standard of the time. They felt so confident of this that, what with the lengthy lead times of print journalism, they told inCider magazine to just announce the title as already available in their November 1984 issue. It didn’t make it. In fact it took a staggering three more years, until late 1987, for Wizardry IV to finally appear, at which time inCider dutifully reported that Sir-Tech had spent all that time “polishing” the game. Those expecting a mirror shine must have been disappointed to see the same old engine with the same old wire-frame graphics. In addition to being unspeakably difficult, it was also ugly, an anachronism from a different era. Any remaining claim that the Wizardry franchise might have had to standing shoulder to shoulder with Ultima either commercially or artistically was killed dead by The Return of Werdna. Beginning with Wizardry V and especiallyVI, Sir-Tech would repair some of the damage with the help of a new designer, D.W. Bradley, but the franchise would never again be as preeminent in North America as it had in those salad days of 1981 and 1982.
In writing about The Bard's Tale franchise, Jimmy notes that it too would eventually meet the same fate as Wizardry did, for similar reasons - an inability to meaningfully expand the gameplay from sequel to sequel. Overall, despite the Bard's Tale games' fancier presentation, he considers them to have been ultimately trite and without meaning, and Wizardry, despite its faults, to have been the superior series. His next article, however, will be about an RPG "that does have something important to say". I'm guessing it's going to be Ultima IV.[...] And then came the fiasco of Wizardry IV, a game which embodies all of the worst tendencies of the Wizardryseries and old-school adventure gaming in general. This time Greenberg and Woodhead turned the design over to Roe R. Adams, III, a fount of adventure-game enthusiasm who broke into the industry as a reviewer for Softalk magazine, made his reputation as the alleged first person in the world to solve Sierra’s heartless Time Zone, and thereafter seemed to be everywhere: amassing “27 national gaming titles,” writing columns and reviews for seemingly every magazine on the newsstand, testing for every publisher who would have him, writing manuals for Ultima games, and, yes, designing Wizardry IV. Subtitled The Return of Werdna, Wizardry IV casts you as the arch-villain of the first Wizardry. To complete the inversion, you start at the bottom of a dungeon and must make your way up and out to reclaim the Amulet that was stolen from you by those pesky adventurers of the first game.
[...] But insane difficulty is only part of the tale of Wizardry IV. It has another dubious honor, that of being one of the first notable specimens of a species that gamers would get all too familiar with in the years to come: that hot game of the perpetually “just around the corner!” variety. Sir-Tech originally planned to release Wizardry IV for the 1984 holiday season, just about a year after Legacy of Llylgamyn and thus right on schedule by the standard of the time. They felt so confident of this that, what with the lengthy lead times of print journalism, they told inCider magazine to just announce the title as already available in their November 1984 issue. It didn’t make it. In fact it took a staggering three more years, until late 1987, for Wizardry IV to finally appear, at which time inCider dutifully reported that Sir-Tech had spent all that time “polishing” the game. Those expecting a mirror shine must have been disappointed to see the same old engine with the same old wire-frame graphics. In addition to being unspeakably difficult, it was also ugly, an anachronism from a different era. Any remaining claim that the Wizardry franchise might have had to standing shoulder to shoulder with Ultima either commercially or artistically was killed dead by The Return of Werdna. Beginning with Wizardry V and especiallyVI, Sir-Tech would repair some of the damage with the help of a new designer, D.W. Bradley, but the franchise would never again be as preeminent in North America as it had in those salad days of 1981 and 1982.