In 1981, the CRPG
wasn't nearly as recognizable as a genre as it is today. Only a
precious few commercial games took on the title, and these were
cumbersome and hard to play compared to arcade and adventure games.
What the genre really needed was a definitive game (or preferably a
series) that would help garner momentum for the genre. This boost would
happen in 1980 with the release of Ultima I: The First Age of Darkness, developed by Richard Garriott and published by California Pacific Computer Co. Ultima, of course, would quickly become the premier CRPG series which enjoyed some two decades of installments. Another series that spawned an important franchise was Sir-Tech's Wizardry, which began in 1981 with Wizardry: Proving Grounds of the Mad Overlord. Wizardry would
also enjoy a very long career--the eighth installment arrived in 2001.
Together, these two series helped define the genre. However, Ultima and Wizardry weren't the only CRPGs on the shelf. Daniel Lawrence released his Telengard in 1982, a game based on the old mainframe dnd game described above. Two other important games released in 1982 are Tunnels of Doom for the TI-99/4A, and Dungeons of Daggorath for the Tandy CoCo. Rounding out this era are The Sword of Fargoal, released in 1983 by Epyx, and Ultima III, a game that many CRPG enthusiasts cite as the first modern CRPG. Let's start, then, with the Ultima series.
The Ultima Series
Ultima I: The First Age of Darkness marks
a number of important firsts for the genre. Perhaps the most important
is the game's use of tiled graphics. Tiled graphics required much less
storage space and allowed for large, colorful environments. Like Akalabeth, the game was originally available only for the Apple II platform,
though Sierra On-Line released an Atari 8-bit port in 1982, with more
ports to follow in 1986. At the time, the game was hailed for its
immense size and "evolutionary" aspect--players started off in the
Middle Ages, but later traveled through time. What other game started
with daggers and leather and ended up with blasters and spaceships? It
was truly an ambitious game. The game also abandoned the "parser"
control scheme of Akalabeth and was played by simple keystrokes like Apshai. The game even features some arcade space combat action!
The storyline is related very much to Akalabeth's, and
features many of the same characters. The player's mission is to seek
out and destroy the evil wizard Mondain's "gem of power," which he's
used to enslave the lands of Sosaria. However, Ultima is a
much more sophisticated game than its predecessor, and players soon
learned the values of creative gameplay. For instance, players could
steal powerful items from the shops that would make them nearly
invulnerable--at least at the early stages of the game. Of course,
successful thieving might require a few reloads, but for frustrated
players, it was a price worth paying.
Ultima I (C-64): Tile-based graphics for CRPGs would
become a distinguishing feature of console RPGs.
Ultima II: The Revenge of the Enchantress, released
in 1982,is an even more ambitious game than its prequel. Like the first
game, this one involves both fantasy and sci-fi elements, particular
space and time travel. The basic plot here is that Mondain's
apprentice, Minax, has come of age and is now threatening the
space-time continuum itself. The fact that the player has to travel to
so many different places and times brings to mind Sierra On-Line's
colossal Time Zone, released the same year. Unfortunately, Ultima II was
riddled with bugs, and some critics think that Garriott's deteriorating
relationship with Sierra led to a less-than-polished product.
Apparently, Garriott didn't feel that Sierra was playing fair with
royalties from the IBM PC version of the game.
The final Ultima game of the Silver Age was Ultima III: Exodus, released
in 1983. The game is aptly named because, by this time, Garriott had
left Sierra and formed his own company, Origin Systems. It's often
hailed as one of the most influential games ever made, both on American
and Japanese CRPG development (a fact that's almost painfully clear in
console games like Dragon Quest and Final Fantasy).
The story this time is that Mondain and Minax's evil progeny, Exodus
(after all, anybody who names their kid "Exodus" should know from
whence it came). The game differs from the earlier Ultima games
in a number of ways. For one thing, the player controls a party of
adventurers rather than just a single avatar. The combat system is also
enhanced and gets its own special gameplay screen, so that players must
battle multiple creatures and develop much more complicated tactics.
The player also spent time talking to townspeople to gather clues and
information. Furthermore, this game features coherent dungeons that
don't change across sessions, so that players are encouraged to make
their own maps on graph paper. Finally, the characters' actions are
much more unified towards a single goal than in the other games, where
many dungeons were simply "irrelevant." The game was a tremendous
success for Garriott and Origin, and versions were available for most
major computing platforms and even the NES.
Wizardry
Although Ultima was
quickly laying the foundations of the genre, it wasn't the only kid on
the block. A company named Sir-Tech began publishing a prominent rival
series in regular installments starting in 1981. While it had much in
common with Akalabeth, it differed in some key respects. First off, it was a party-based rather than a single-character dungeon-crawler. Like Rogue, the
mission here was to descend into a dungeon and find an magical amulet,
smashing whatever got in the way. However, this game had better
graphics and a very intuitive layout. While most of the screen was
taken up by relevant statistics and other information, the top left
corner offered a first-person, 3-D perspective of the dungeon (or a
picture of the enemy during combat). The dungeons were always the same
from game to game, so again players were rewarded by making their own
maps (or purchasing them).
Wizardy (NES): The NES version has the
best graphics and is probably the most
reliable version.
The second installment, The Knight of Diamonds, was
published in 1982, and required that players complete the former game
to play--a "feature" that was quickly corrected in later versions. In
modern parlance, the game was an "expansion pack" for the first game.
Furthermore, players had to visit every part of the game, collecting
six pieces of magical armor needed to fight off a city's besiegers, to
complete the game. The third game, Legacy of Llylgamyn, released
in 1983, is yet another "dungeon crawler," but this time players begin
at the bottom of a volcano and work their way up. The goal is to find a
dragon named L'Kbreth, who can save the city of Llyamyn from
earthquakes and the volcano's eruption. Again characters had to be
imported from previous games, but were stripped of their experience.
Furthermore, players had to choose moral alignments for their
characters, a fact that determined which parts of the world could be
visited.
All in all, the first three Wizardry games are much more consistent across titles than the Ultima series.
Unlike Garriott, who seemed determined to revolutionize the series with
each installment, Sir-Tech seemed to follow the old "if it ain't broke,
don't fix it" adage. Regardless, the Wizardry games are still fairly playable today, though perhaps more for historical or nostalgic value than pure enjoyment.