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Wizardry A World Without Wizardry

Jacob

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Grab the Codex by the pussy
Let's play a little bit of alternate history here

What would happen to CRPG development if this game was never made? Will there be as much dungeon-crawlers in the 80s-90s? Or will everyone only have Ultima games to follow? What will happen to JRPGs? Will there be any impact to the computer development outside of gaming?

Most importantly, what will aweigh discover last year and keep posting about on this site?
 

aweigh

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prolly some other dev/studio would've made the exact same type of game.

remembe that Wizardry itself was a copy/paste (a shameless one!) of a 1979 crawler called Oubliette.

maybe Oubliette dev would've then made a 2nd game and thus replaced Wizardry series in this alternate timeline, or one of he number of copy-cats that were also plaigarising Oubliette (but were not able to do so before the Wiz-brothers) would've filled the spot.

TL;DR there is literally no timeline where there isn't a Wizardry-equivalent, as it was a copy/paste of a crawler called Oubliette which was made specifically to re-create AD&D gaming sessions by its dev; therefore you would need a timeline where D&D didn't exist.
 

Max Heap

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Might and Magic would probably not exist and as a result the HoMM series would either be non-existent or even more like King's Bounty.
Same goes for all other follow up dungeon crawler games. From Dungeon Master to Legend of Grimrock.

JRPGs would probably be rather different as well. Wizardry gave those the excuse to weasel around implementing proper combat systems, involving strategic placement of your characters and most of all movement in general (so basically what Ultima 4 did).
I suppose that the Dragon Warrior/Quest series would be way more like Ultima in terms of combat. Subsequently the system of static turn based combat might have been abandoned way earlier.
Who knows, maybe Final Fantasy 7 would have had a more action oriented approach to combat much like the later Ultima games had (just to illustrate how this whole scenario could have turned out bad).

It pretty much comes down to the question whether japanese programmers would've actually gone that extra mile to be on par with Ultima, instead of going with something that's easier to program. Normally they went down the latter road (see King's Field as compared to Ultima Underworld).
 

aweigh

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jesus max heap is a retard. dragon quest was developed as an intentional mix of both 50% wizardry and 50% ultima; simply google for any interviews with the original DQ creator. Those were the creator's two favorite games and, along with Dragon Slayer (original grandfather of all japanese RPGs), the two direct western inspirations for DQ1.

1 and a half year later, final fantasy 1 wsa developd with the explicit intention of replicating DQ 1 but "making it easier", and according to the FF1's game director (google interviews). This means, as opposed to DQ1, FF1 was developed explicitly to be more dumbed-down than DQ1.

The mere attempt at trying to somehow say Wizardry features simpler mechanics than Ultima should be grounds for immediate banning from any RPG website, ESPECIALLY if he thinks Ultima is somehow "more complex". It's like comparing apples and oranges. it shows you understand absolutely nothing about RPG game mechanics.

Thinking of that nature only confirms max heap thinks that having an overworld somehow means the game is more complex, for some reason.

And, btw, Ultima was also a copy/paste of Oubliette. AGAIN, go google and research the damn subject before EVER, EVER AGAIN making another post.
 
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http://crpgaddict.blogspot.ca/2013/10/game-12-oubliette-1977.html

"Sometime around 1977, Robert J. Woodhead (who was non-affectionately known on PLATO as "Balsabrain") through means unknown to the dnd authors, obtained a copy of the source code to the current version of dnd (probably 6.0 or 7.0). He "created" "his" own game from it, in a file called "sorcery." It had essentially all the same features of dnd except the messages, monsters, and magic items had different names and pictures (although identical functions). Apparently the illicit copy hadn't included the charset. The elven boots were socks, among other alterations.

When the dnd authors were informed of the existence of Woodhead's copy, and took a look at it (including looking at the source code in a monitor mode with a concerned sysop), the copy was promptly deleted, and Balsabrain learned that if he wanted to plagiarize PLATO games, he would have to do it OFF of PLATO. He put that lesson to use by plagiarizing Oubliettewhen he "created" "his" game of Wizardry and began to market it."
 

Max Heap

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jesus max heap is a retard. dragon quest was developed as an intentional mix of both 50% wizardry and 50% ultima; simply google for any interviews with the original DQ creator. Those were the creator's two favorite games and, along with Dragon Slayer (original grandfather of all japanese RPGs), the two direct western inspirations for DQ1.

First of all calm your tits and take your medicine.
Second of all: How did I claim anything different than that?

DQ was a mix of both wizardry and ultima. And the topic is "A world without wizardry"
So what's wrong with the statement, that in such a world DQ would have probably taken more notes from Ultima?

Also I didn't claim that wizardry was simple. What I do claim is, that JRPGs trying to emulate either Ultima or Wizardry mostly went down the easy road by sticking with the simpler mechanic (from a programmers perspective!). And yes, static turn based combat is easier to program than a game that requires path finding and a certain movement AI on combat scenes. Both of which were pretty memory heavy back then. Even with an AI as simple as "move towards the player and then hit".

Which actually makes sticking with static turn based combat a rather valid design decision on the side of the programmers. Especially considering that most of these games were written down on an assembly level for the respective machines.
I'm fully aware that in its design wizardry provides deeper combat mechanics than Ultima, however broken down into it's pieces most of it is the base combat mechanic and an abstracted form of status effects that come with certain attacks. And yes, that is easier to make than what Ultima did (most of all since Ultima also provided similar mechanics - except not as deeply designed from a gameplay perspective).

Now maybe you can argue that programming a system like Wizardry back then was more difficult, due to the fact that programmers didn't have the same kinds of techniques and basically a complete lack of classes and object orientation and all that fancy jazz - but then just think for a second what an immense effort Ultima was. Even making Ultima 6 - you can look up the technical design documents - was still an enormously complex endavour (and by the way: If you have to allocate your memory via assembly (or whatever other shitty low level language garriott was using) with <48kb of RAM, making an overworld like Ultima did is quite an achievement - you can't just keep that entire shit in memory and just pass it onto the screen)

My claim was not about the game design elements. What I'm talking about is the effort of programming that went into these games.
 
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aweigh

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i think our main problem here, Maxxie, is that I don't take into account literal programming stuff when debating the philosophical complexity in mechanics and game design between, in this specific scenario, Ultima vs Wizardry.

I think about stuff like party building, classes and their design, itemization, area designs, dungeon layouts, character advancement and character development, complexity and layered design within the combat systems, etc.

stuff like that.

it never even ocurred to me, not for 1 second, to think about (or care) which of the two game/series was more programmaticly complex to make on the computers.

who gives a shit about that, y'know? I mean, obvoiusly you do, and now that I know that the thrust of your argument concerning simplicity and complexity has more to do with technical stuff than actual RPG game design then I can respect your points.

sure, Ultima required much more computer know-how to develop, but it doesn't mean it's a better or more complex game than Wizardry. IMO.
 

pippin

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Do not feed the aweigh.

Also, I don't really know. Probably jrpgs would not exist. Wizardry and Ultima both did their thing in creating the genre, the earliest examples are really similar, and let's not forget that Wizardry was kept alive in Japan.
Some Codexers would prefer that timeline.

For me, a way more painful timeline would be that without Origin Systems.
 

oldmanpaco

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I was an Ultima kid in the 1980's and since I had to use my own money to buy games (allowances, from birthdays) because my mom thought RPGs were the work of satan I didn't have the resources to get into blobers until late. The only Wizardry I played was BotCF and I don't think I finished it. Never really liked M&M either and I have never even played a jRPG.

Anyway I don't think a lack of Wizardry would have mattered to me.
 

anvi

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A world without Oblivion would be just like this world but better. Yeah I thought Oblivion was ok, but it was the godfather of dumb single character RPG's and killed off party based deeper RPG's. I am convinced that if Oblivion didn't succeed, we wouldn't be in this shitty position today where Skyshit is the biggest RPG ever and yet barely has any stats or depth at all. If Oblivion flopped, I think there would have been a Baldurs Gate 3 by now, or at least many equivalents. And they would have to be Kickstarted.
 

octavius

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Without Oblivion there would probably be even more dating simulations and interactive movies.
At least the TES games provide a good platform for modding, even if Oblivion and Skyrim themselves are too dumbed down.
 

StrongBelwas

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A world without Oblivion would be just like this world but better. Yeah I thought Oblivion was ok, but it was the godfather of dumb single character RPG's and killed off party based deeper RPG's. I am convinced that if Oblivion didn't succeed, we wouldn't be in this shitty position today where Skyshit is the biggest RPG ever and yet barely has any stats or depth at all. If Oblivion flopped, I think there would have been a Baldurs Gate 3 by now, or at least many equivalents. And they would have to be Kickstarted.
Oblivion was a reaction to the changes that brought about Decline, not a cause of it. Oblivion flops, some other company eventually tries the same stuff and makes it big. If there had been a Baldurs Gate 3, it would have been like Dragon Age at best, at worst hardly any different from Oblivion.
 

Lady_Error

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Since everthing goes back to Omelette Oubliette, what would happen if it didn't exist?
 

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