(below) Wizardry Empire 2 (windows PC):
(below) Wizardry 5 (SNES remake):
(below) Wizardry 5 (PS1 remake):
(below) Wizardry 3 (PS1 remake):
(below) Wizardry 3 (PS1 remake):
(below) Wizardry 3 (SNES remake):
thesheeep
more so than fascination i would say that mapping by hand is required by early Wizardry (and I mean literally "early portions of a Wizardry playthrough") before your characters have ample amounts of DUMAPIC spell castings and/or magical items which reveal the map.
also the act of mapping by hand helps cement the "spatial" knowledge of the maze level in the players mind and while this is a fairly obvious point to make it is also one that cannot be understated. to this day I could navigate with a blindfold on, just by counting my steps, the first levels of all Wizardry titles due to the time I spent mapping them / drawing them by hand.
on the other hand i could not say the same thing for later dungeon levels in each wizardry game, i.e. once my characters have access to plenty of castings of DUMAPIC and/or access to magical items which grant map access, since i did not map them by hand and instead relied on the magical / auto-mapping.
it is tedious to draw a whole dungeon level out by hand and i actually am an avid advocate of a 'crawler implementing a sensible auto-mapping function and i think the perfect balance is the one struck by traditional Wiz-clones:
- beginning portions of the game limit the party's access/resources to either magical mapping or to mapping items which therefore necessitate hand-drawn mapping by the player.
- mid-way through the game (or earlier) the player's resources are ample enough, and/or the player's access to mapping items is ready enough that it is no longer a necessity for the player to draw the dungeon level by hand unless the player wants to do it.
i believe that is the best "balance" of allowing players the unique pleasure of learning to love 'crawler cartography while at the same time guaranteeing that it doesn't wear out its welcome.