(transplanted from a post I made in the Wiz Clones thread)
IMO one of classic Wizardry's greatest strengths that has stood the test of time is the fact that treasure chests appear after you defeat the enemy, but they are
not tied to that enemy nor any enemy group; instead in Wizardry each dungeon floor has 3 different "tiers" (common / uncommon / rare) and those 3 tiers are meticulously hand-picked by the designers, such that
there is no random loot in Wizardry, and then each
dungeon floor is assigned 3 tiers of chests which will drop after battle.
The type of enemy fought has absolutely zero bearing on what tier of loot drops, or if a drop happens at all, as that happens only via "fixed encounters". Even though wizardry features random battles and random encounters the ingenious design of the first 5 scenarios and the later japanese-developed Wizardry games is that the treasure chests (loot) is gated by encounters
that are not random, and these encounters can "farmed" via various ways (exiting and re-entering that dungeon floor being the most common), however they take care to place "fixed encounters" where appropriate and they always make sure that they matter beyond the fact that they drop chests.
Random encounters serve a different purpose (in earlier scenarios) where instead of dropping chests (although there is like a 0.2 % chance of them doing so in a few of the scenarios) instead the random encounters have a random chance to be "friendly" and this provides the player with the opportunity to choose to fight the enemies or to leave them in peace; an incredibly simple mechanic that functions as a way of keeping the character alignments (and thus party alignments) constantly fluid throughout the cours eof the entire game.
The fact that loot is tied to floors in Wizardry (and thus Elminage, and many other Wiz-clones) means that there will
always be a valid reason for the player's band adventurers to continue exploring further deeper into the dungeon as the lure of danker loot (and more dangerous encounters, more difficult puzzles and more extravagant navigational challenges) will always be just one floor away.
Some people mistakenly think Wizardry and its clones utilize "random loot" but it absolutely does not, which is why I wanted to explain how the loot systems work, and also in the off chance you didn't know about it to give you food for thought as it's one of the most simple and elegant ways to design a naturally symbiotic itemization map of progression for the player and the game.
Games that allow every enemy to drop all that they were carrying, when not handled well (OBlivion, Skyrim, etc) will lead to haphazard itemization (being generous here) and when treasures are made as literal random drops from random encounters (Grimoire, StarCrawlerz, many more, etc) then it can easily lead to "yay, more random junk" syndrome for the player.
Itemization is one of the most difficult things to implement well in an RPG and I think studying how Wizardry 1-5 and Wiz Empire and Elminage series of games do it will most definitely serve as creative inspiration for anybody, as 30+ years onwards and there is
still no other RPG that has managed to make a better skinner-box implementation than Wizardry and its legions of clones.
In addition I also think the simple mechanic of having to not only be able to defeat the enemy in order to (possibly) be able to get a chest, now the party has to inspect the chest for a trap and then disarm it (if they want to be careful... hehe)...
...
and then identify the items. This very simple premise here provides a completely different and additional layer to the conflict resolution in Wizardry as the battles/encounters are no longer the focal point of the game's intentions nor the players attentions; instead the Wiz scenarios 1-5 and the later Wiz-clones provide a completely different type of conflict layer for the player's party of adventurers to face, and hopefully conquer that is completely different from that of the game's combat mechanics and combat engine.
It allows the player (via such
extremely simple means) the opportunity to impart some "personality" to their journey through the dungeon mazes and labyrinths as each instance of this secondary layer of conflict resolution serves as a bite-sized yet consistent through-line towards
emergent game play.
Yes, that modern buzz word was done in as long ago as Wiz scenario 1, but that doesn't really matter. What matters is that through such a simple design and implementation, which obviously dovetails perfectly with their already established loot and tier systems and the fixed encounters, provides the opportunity to ask the player simple but important things:
- "Do you want to risk opening this chest even though you don't currently have a Thief/Ninja/Ranger available? ...Sure, there might be some good loot, but as you know this is Wizardry, and chests are more dangerous than enemies!"
- "Oh fuck, you opened it and now 4 of your 6 party members are poisoned. You are 1 floor away from the stairs back to town, and you don't have any way of curing the poison because you're a low-level fuck. Each step you take on your way back to town and life drains hit points from your afflicted party members, and the worst part of it is: it costs a ton of money that you don't have to resurrect them!
And they might not even manage to come back to life to boot, because you decided your Wizard didn't need a good roll for his VITALITY attribute so guess what, he's about to become a fucking ghost yo. But fuck it, you opened the chest and you got the loot and it is good, now all that you have to do is motherfucking make it back to the stairs and manage to avoid/escape from the random encounters, take routes that don't have fixed encounters, and put on your thinking cap cos it's time to manage dem resources"
I truly cannot think of a simpler, more economical way for an RPG to give the player such a simple scenario, such a simple situation, but it is one comprised wholly by the player's choices and it allows enough room for the player, if he's lucky or smart or both, to larp his own personal victory by making it back to town with literally 2 hit points left, literally one more step and he would've died but fucking A, he
made it to the fucking stairs.
What more can you really ask for? If that's not "emergent gameplay" then it doesn't exist. Add the myriad of other variables such as this hypothetical player actually being ready and prepared with either a thief/ninja/ranger or... you know what? What if he just got fucking lucky and opened the chest and evaded the trap! It's intelligent because...
all of this dumb shit is tied intrinsically with Wizardry's systems, mechanics and layers of abstraction (classes, races, attributes, spells, etc).
After all, nobody forced him to try to get that loot. He could've just left the chest alone and continued onwards. This motherfucking dumb ass fucking simple little fucking skinner-box scenario, taken straight from any number of books on GAME THEORY (look it up, and no it's mostly about Casinos), is infinitely more compelling for a player's party of adventurers in regards to the concrete (life and death, baby) consequences!
Every single chest that drops in Wizardry is the equivalent of FNV's Dead Money DLC!
- aweigh
- Qwinn