OKAY
It took me like a whole week, but I read this entire thread from start to finish. Was surprising to see my first post here, and also to see
aweigh flipping out at one point haha
One thing that really struck me was
octavius commenting as he played through the early games (and his "old" reaction when I mentioned the CGA setting on DOSBOX that he had mentioned years (?) ago haha). Now that I have made some progress in Wiz 1, his posts are even more interesting. I also agree with his befuddlement on the CRPGaddict having such a rough time early on in Wiz 1. (BTW even in Wiz 3 crpgaddict was bumping against every wall to find secrets... did the system change, or did he still not know about casting light spell?) Granted, I am not playing 100% pure, but even with shitty stats (I basically did not reroll during character gen) I had no problem defeating the "boss" encounter on lvl 4, without grinding at all.
*Not pure means that I backup my save disk at the end of every session, which I probably would have done back in the day...)
Even so, I have never had to resort to restoring my backed up disk (the "restore" option or whatever in utilities is available after all [even though I can count the number of times I have used this on one hand]).
Another point that really made more sense now is when
aweigh mentioned how mapping by hand commits the layout to memory. I agree with that 100%. Even though Wiz is a short game and I have not spent that much time with it, I could probably reproduce (generally) the 1st level by memory, plus major parts of the 2nd level. The 3rd level too (but not where all the pits and spinners are). I have trouble remembering where I left my shoes every day, how old I am, or when I am out drinking where or who I am, but I can remember these wireframe dungeons like I actually walked through them the other day. Amazing.
[edit] We were posting at the same time.
I found your posts on auto mapping earlier in this topic very interesting. I think a huge part of the early dungeon games (notably Wiz, M&M, the early gold box games) is mapping. People hate mapping, but it is extremely manageable in these games, where the dimensions of each dungeon/floor are fixed. I love in Wiz 1 how the mapping is basically a minigame between you and the designer. You know the dimensions, so when you pass square 16 and keep going, you know something is up. Likewise, when you first encounter a spinner on a 4-way intersection and screw your map up, and then cast dumapic and after a lot of exploring figuring out where you are, you learn to never trust 4-way intersections again. That makes mapping a part of the game. Since you have a resource you can expend to give you the answer (dumapic), it becomes just yet another aspect of the resource game.
I saw people in this topic saying, how is mapping anything but busywork? etc. It's because the games back then were designed knowing that you would sit there and visit every square, mapping as you went. You would look at your maps and look for weird things, like massive unexplored areas. Is that any different from a game including an automap? Well, in most cases, no, but in cases where Wiz completely screws up your map BY DESIGN because mapping is an intrinsic part of the experience, yes.
(Having said that, I don't particularly appreciate when a teleport or spinner ruins my hand drawn map and I need to erase a bunch of shit to recover).
But you also mentioned how, once the games/layouts got too large/complicated, it makes no sense to require manual mapping (especially with games that are not tile based). I get that. I don't think I would want to manually map Anvil of Dawn, for instance. It's not particularly complicated, but some of the levels are just massive, and showing where moving boulders are is also important, so it would be annoying to map.
I think requiring manual mapping as an intrinsic part of playing the game basically requires
1) Step based movement
2) Fixed floor dimensions
3) Something interesting that makes mapping a puzzle, but not something that makes it completely frustrating
Like, M&M1 is perfect for mapping, as even the overworld consists of a bunch of fixed size maps that connect together.
I almost included "turn-based combat" as a condition above, but I dunno. Dungeon Master is very mappable, and I would hate to exclude that.