Wednesday, July 6, 2022

Retrospective: Wizardry

One of the many disadvantages of living in the aftermath of any kind of revolution is failing to appreciate fully just how remarkable were the initial sparks of that revolution. In 2022, computer roleplaying games are now so commonplace as to be unexceptional, even banal, to the point that there's even a widely used – and understood – abbreviation for them, CRPG. That wasn't always the case, though. In the first decade after the release of Dungeons & Dragons, computer technology was still sufficiently primitive that, despite the enthusiastic hopes of many (including Gary Gygax), there was still room for reasonable doubt about the likelihood that a computer program could ever translate the experience of playing a roleplaying game into a digital format.

Along came Wizardry: Proving Grounds of the Mad Overlord in September 1981 to send the naysayers packing. Certainly there had been other computer RPG programs before Wizardry. Just a few months prior, in June 1981, the original Ultima was released to great acclaim – and before both of them there were The Temple of Apshai and Akalabeth: World of Doom (the latter a kind of "rough draft" of Ultima), not to mention numerous simple dungeon crawlers and text-based games. However, none of these enjoyed the same kind of initial success or influence as Wizardry (though good arguments can be made in favor of Ultima's longer shadow over the development of subsequent computer games and genres). Since this post is from my point of view, I feel quite justified in focusing on Wizardry, since it was, along with Telengard, the first computer roleplaying game I ever played.

Like so many early computer RPGs – or, frankly, most computer RPGs ever Wizardry takes its cues from Dungeons & Dragons. Characters may be of the standard four classes (fighter, priest, mage, thief) and five races (human, dwarf, elf, gnome, and hobbit). A simple three-way alignment system is also present, though rather than chaos, law, and neutrality, it's evil, good, and neutrality. Characters also have six attributes (Strength, IQ, Piety, Vitality, Agility, and Luck) that, while somewhat different from their D&D counterparts, are obviously inspired by them. Interestingly, the game introduces the idea of "elite classes," which are somewhat similar in concept to the Third Edition D&D notion of prestige classes. For example, there's a class called a "lord" that is open to good fighters of high enough attributes. If a fighter meets all the requirements, he gains the ability to cast priest spells, much like a paladin in D&D. 

The premise of the game is that an evil wizard, Werdna – Andrew spelled backwards and derived from the name of one of the game's creator, Andrew Greenberg – has stolen a magical amulet from the titular Mad Overlord, Trebor, and used its power to create a vast maze beneath Trebor's castle. This maze consists of ten levels of increasing complexity and difficulty. Trebor now recruits adventurers willing to brave the maze and face Werdna, which is where the player's characters come in. The player creates a party of six characters to explore the dungeon, locate its treasures, and increase in level as they do so. It's a very thin premise, but probably no more so than many early D&D campaigns. Indeed, I suspect a big part of Wizardry's appeal was how similar it was, both conceptually and mechanically, to Dungeons & Dragons, then and now the most popular fantasy RPG.

Like so many early computer roleplaying games, Wizardry was unforgiving. There was no ability to map within the game itself, meaning that a player, if he didn't wish to become lost, had to create his own map using paper and pencil, just like in "real" D&D. Also like real D&D, Werdna's mazes are filled with hidden doors, one-way doors, magical seals, and teleportation traps. These frustrate attempts to create an accurate map, This is in addition to the various monsters and other hazards that exist on each level. Wizardry did not allow the player to save his progress within the dungeon. Neither could a character gain a new level. To do either, the characters had to exit the dungeon and return to the safety of the Adventurer's Inn on the surface. Making one's way through the dungeon is extremely tense, since failure had genuine consequences. This is especially true in the deeper levels, since exiting them took a lot of time and effort and there was always a chance one might encounter more monsters along the way.

By today's standards, Wizardry is primitive, both in terms of its graphical presentation and gameplay. Even the simplest, most basic computer RPG of the 21st century is lightyears ahead of Wizardry when it comes to its rules and graphics. Yet, for all that, I don't think I've encountered a contemporary CRPG that has held my attention quite as powerfully as did Wizardry. Neither have I found one that struck the right balance between risk and reward, frustration and joy. Doing well in Wizardry took patience, cleverness, and not a little bit of luck, much D&D did back in those days. Succeeding felt like a genuine accomplishment and you quickly learned to cherish characters that survived more than a couple expeditions into the maze – and felt loss at their inevitable demise. Wizardry was by no means perfect – what game is? – but it was a hell of a lot of fun. I still look back on the many hours I spent hunched over my friend's Apple II playing with great fondness.

15 comments:

  1. I had Wizardry on the Apple ][+ and enjoyed it, but Ultima (][ especially) was such and amazing instantiation of the OD&D mode of play. Resource management was essential (constantly dwindling food was the main driver for play), but also the need to talk to villagers and explore to learn the lay of the land (and other times!) and find a way to get healed. The game was on foot, boat and plane. Some times mundane and some times gonzo. Such a wonderful capsule of OD&D play. In no way was it character-centric or combat-obsessed (the hobby's usurpers). In fact. avoiding combat was the best good strategy most of the time.

    Just lovely....like early D&D.

    Lastly, let's not forget the Rogue-like games (originally called Hack on the IBM PC).

    ReplyDelete
  2. Oh, I forgot to mention that there's a new version of "Ultima" recently written for 8-bit Apple ][ emulators called Nox Archaist.

    ReplyDelete
  3. If I remember correctly, my friends and I eventually created a high level back-up party who took our best gear right before we fought Werdna ... so that we could get it back the next time through.

    ReplyDelete
  4. As a kid, I got close to winning Wizardry a couple of times but always got impatient and tried to rush to the final encounter, getting my parties wiped out. It's such a pure gaming experience, just exploring halls, fighting monsters, getting treasure and XP.

    There's also a fun anime adaptation of it since the Japanese were so crazy for it. Even today, there are still Wizardry-likes coming out of Japanese games studios, like the Elminage series.

    ReplyDelete
    Replies
    1. Old Wizardry hand here, and I still play through the original once a year or so (sometimes the NES version, because I really like that music!). I absolutely adore the Elminage series, especially Gothic. Basically Wizardry with some added classes and a bit of an anime aesthetic -- though not as bad as some might imagine. The journeying to different dungeons and limited "backtracking" work quite well. Think I'll start a new game this weekend....

      Delete
  5. I didn't see you mention it, but Trebor is Robert backwards.

    This is a revelation for me as I've been eating Trebor mints (a minty bit stronger) for about 46/7 years.

    ReplyDelete
    Replies
    1. I didn't mention it because it somehow escaped my noticed. Sheesh. I need to pay more attention.

      Delete
  6. I dabbled slightly in Wizardry (had a friend who had a PC with it) but spent much more time a few years later with Bard's Tale, my first of many many CRPG loves. I actually have an Android knockoff of Proving Grounds but haven't given it much love https://play.google.com/store/apps/details?id=com.wandroid.ofmo.p&gl=US

    ReplyDelete
  7. LOVED LOVED LOVED this game, so much. I remember the first weekend my older brother and acquired it (June '81 - right when it came out). It was the start of summer break, and we stayed up all night playing. When our mother walked into the room at 7am, she said, "Wow! You guys are up early!" She truly had no idea. And we laughed so hard after she walked away. Great memories. And a truly great game, for its time.

    ReplyDelete
  8. I never got into Wizardry but I did play a bunch of Ultima, mostly Ultima III. I was also turned onto another game, I can't remember the title, but it had a cool mode where the game would auto-play an encounter. The auto-play wasn't very skilled, but it was an efficient way of dispensing with trivial encounters as you advanced. I got so into Ultima III that I actually decoded 99% of the data file format and make map and character editors. I had no amount of pleasure making Lord British wander around his castle... I also created an amped up party to try and kill Lord British and decided that he had infinite hit points.

    ReplyDelete
  9. Wizardry 7 is the height of the series for me, with its open world, factions, wandering NPCs, and science fiction elements. I have yet to see an other game where NPCs can loot chests and obtain critical items before you, forcing you to make hard decisions about how reclaim them - killing them will anger their entire faction, stealing can be risky and turn them against you, while buying the maps costs tons of money.

    Strangely while Japanese have been making a crapton of Wizardry clones, they are stuck on miming Wizardry I-V, and never went anywhere near the advanced gameplay that VI or VII offers.

    ReplyDelete
  10. I spent vastly more time playing Might & Magic and Ultima IV, but I have very fond memories of playing the first Wizardry. I had a copy for Apple II, but normally couldn't play because I had a Commodore 64. Every once in a while my mom (an elementary school teacher) would bring home an Apple IIc from work and I would be able to play Wizardry. I particularly remember getting in trouble once and being punished by not being allowed to use the Apple IIc. I pretended to go to sleep and, when the house got quiet, I booted up the Apple IIc in my bedroom and played Wizardry for hours with the volume turned way down. It was a glorious night of "punishment."

    ReplyDelete
  11. I love early CRPGs... honestly haven't played much since college in the early 90s, but recently started playing Realms of Antiquity which is a retro game written for the TI99/4A. It is on steam if you want to revisit those early days! And I'll double the nod for Nox Archaist above as well - it is the ultimate Ultima like game for Apple II and was just recently published. Also on Steam, although both are available by other routes.

    ReplyDelete
  12. I ain't very experienced with computer RPGs, but I love me some Fallout 1 and 2, Divinity Original Sin 2, Atom RPG, Disco Elysium, and Death Trash (not yet released, but there's a beta available, and I think it's the best of the bunch, only after Disco Elysium).

    ReplyDelete
  13. I'm also an "OG" Wizardry I player, in my case on the Apple ][.

    The thing I most remember, apart from the merciless difficulty and map-making, was the infamous "Bishop Bug" that allowed, ah, ethically flexible players to instantly enrich & empower their PCs to absurd degrees.

    Upon discovery, news of this spread like wildfire and I never met a player who didn't try it at least once for the experience of tearing through the Proving Grounds like Godzilla on meth.

    ReplyDelete