PART ONE: WESTERN GAMES
1. Wizardry (series)
Designed
by: Andrew C. Greenburg, Robert Woodhead (original designers, creators), others
Influenced
by: D&D, PLATO RPGs
Series:
Eight games, the last one a critically-acclaimed 3D extravaganza. In addition
to these, a surprisingly large number more were made in Japan.
Legacy:
The Bard's Tale
series, Might & Magic,
AD&D Gold Box games and more. Inspired an entire category of grid-based 3D
RPGs, out of favor now but still, if you know where to look, around. The Etrian Odyssey games for
the Nintendo DS owe a lot to Wizardry.
This
article focuses on the early Wizardry
games, which are distinctive enough to be the style of play most people think
of today when they consider the series.
Wizardry is not the first
CRPG; there were a number of earlier games. It isn't the first 3D-view,
step-based dungeon crawl RPG either; there are older games for the PLATO
multiuser system that look a fair bit like Wizardry.
The game Oubliette is
similar, down to sharing many of the same spell names.
The
key unit of game content in Wizardry is the encounter,
a scripted event that occurs when the player's party enters a particular square.
Some encounters are monsters, which can be either friendly or hostile. Some are
treasure chests. Some are deadly traps. Some are special devices that are
manipulated through menus. Some are NPCs that provide information, or ask
questions, or might attack.

Wizardry (Screenshot courtesy http://www.gamingwithchildren.com/)
There
are set encounters, which occur when a specific spot is entered, and there are
random encounters, which have a slim chance of occurring whenever the player
enters a square within some region. Encounters, when they happen, may have a
graphic tied to them but in nature are textual events, relayed to the player
using narrative and asking him to make a menu choice in response.
Encounters
are housed on a dungeon map,
a region of maze laid out along the lines of a grid. The grid itself is not shown
on-screen; instead, the player's perspective is shown as if standing in the
maze, facing either north, south, east or west. A simple algorithm, much-used
in RPGs of the time, is used to render the walls and corridors in the party's
sight.
The
grid-based layout of the dungeon and atomic, space-by-space nature of the
party's movement combine to make rendering relatively easy to implement; this
is how Wizardry was
able to present a 3D world to players a decade before Wolfenstein 3D. It was much copied, to the extent that it
shows up in some far-flung products: the original Phantasy Star uses a much more attractive
implementation for its 3D dungeons; retro action games like Fester's Quest and Golgo 13 also implement
their own takes.
The
3D effect makes mapping essential. The grid layout both makes mapping easier,
by conforming it to a grid, and harder, by making it easier to trick the player
using map gimmicks to fool him into mapping incorrectly. (Mapping tricks are
explicitly mentioned on the OD&D books as a useful tool for the DM, so
blame them.) One such type of trick, a particularly mean one, is the teleporter, which invisibly
sends the player to another spot in the maze, sometimes one that looks similar,
but not identical, to the previous one.
Another
cruel gimmick is the spinner,
which randomly flips the player's facing direction to a random direction upon
entering. If the player didn't notice that his facing has changed, a spinner
can easily mess up an entire map. Wizardry
even has dark areas
that provide no vision of the corridor ahead, requiring that the player deduce
where the walls are solely though the "Ouch!" messages that appear
when the party collides with one. These tricks make coming up with an accurate
map one of the biggest challenges of the game, and as a result it's rather
satisfying to finish out an entire level.
Of
all the games listed here, none is as inseparable from the act of mapping as Wizardry. An automapping
feature would arguably ruin the game, because it'd reveal information, such as
having been teleported or spun around, that players are supposed to deduce for
themselves. Many players now would view that as being screwed with and abandon
the game, but it's important to remember that being screwed with, and
overcoming it, is one of the great joys of classic Dungeons & Dragons.
Even
though there are many scripted encounters, or "specials," a key
difference between Wizardry
and the D&D sessions it seeks to emulate is the absence of a flexible DM to
allow the players to try things that aren't offered in the basic ruleset. There
is no jumping up on tables, swinging from ropes, prodding with 10-foot poles,
knocking on walls, or listening at doors or using them to block pursuers.
Monsters don't exist until they have been triggered, and once a fight begins it
takes place entirely in that square of dungeon map, and cannot sprawl out into
the dungeon.
It
is important to note that, in the 25-plus years since Wizardry was released, no CRPG has
satisfactorily addressed this limitation, that of system inflexibilty. The lack
of verisimilitude remains the most grievous difference between them and
pen-and-paper games.
Wizardry's dungeons feel
more in line with the D&D archetype than has been in vogue in more recent
times. It casts the dungeon as bizarre magic place where things don't always
make sense. The player has no way to determine what's in there before he enters
it, unless told by another character. If the player explores every space of the
dungeon but the one with the essential object in it, then he'll still have no
hint that it exists. This is usually partly countered by dungeon design: a 3 x
3 room with a door will have its relevant encounter placed by the door so as to
provide the illusion that it fills the space.
One
thing about these early RPGs is that it's much easier to get them into an
entirely unwinnable state than in more recent games. A dead low-level Wizardry character can only
be revived by paying at the temple, and that costs good money. This is entirely
in line with early D&D, where a hopeless case can be simply re-rolled, and
indeed this can be done in Wizardry
too, generating a new character to replace the dead old one. This idea is
nearly alien in later games, but still shows up in weird places; one of the
best Dragon Quest
games is the third installment, which isn't so easy to make unwinnable -- but
still has this sort of replaceable character system.
A
consequence of the system is the failed
game, a way that a game of Wizardry,
and some Wizardry-like
games, can actually be lost. It's possible for your whole party to die, and be
so low on money that they cannot be revived. This state is most common at the
beginning of games, and often it'll take a player several attempts before he is
able to get a group of characters to a survivable level.
Wizardry is hard -- almost
as hard as early OD&D and AD&D. Wizardry,
however, provides the player with a way around this through its use of saved games. In D&D,
players are not supposed to go back to prior states of the game. If everyone
agreed to there's nothing to say they couldn't, but they don't. This aspect of simulationism has never
left pen-and-paper RPGs, even those that don't try to simulate anything pose
irreversible choices, primarily because, with multiple players involved, it's
unfair to the other participants to back up for one's convenience. But the
effect is more profound than you might suspect; the ability to save and load
games makes CRPGs allows those games to subtly focus on exploring multiple
branches of the game's probability-space, instead of going down a single path.
|
I do feel that Western rpgs carried a bit more weight in the early days. Only going by my personal memories, Steve Jackson's Car Wars was HUGE amongst my peers (maybe it's because I'm from Detroit), and the other TSR boxed rpgs like Star Frontiers and Marvel Super Heros were pretty popular as well in the early 1980's, even though their influence is not as obvious as D&D.
That's the entire reason I loved FFVII - it seemed so bizarre. Like in a dream, things just happened.
I love realistic games more than most people I know, but still it wouldnt be FF if it had a rational plot :)
Sorry about that, but your research doesn't hold up to reality.
"I make no secret the fact that I consider this one of the most pernicious aspects of CRPG gaming, that permanent disadvantages acquired during the course of play cannot be used by a designer because the player will simply load back to the time before the disadvantage occurred. "
I doubt many players indeed keep their own characters dead, and the fact that you can save and restore easily in Wizard-like games makes that pretty improbable. Games like Etrian Odyssey let you retire a character in exchange of another with a bigger level cap, which could be counted as "permanent death". Even in games where characters aged and died (Rise of the Phoenix, a strategy game for SNES, for example) I would usually reset and try again until none died at year's end.
A pity MUDs are not mentioned (not even as World of Warcraft predecessor).
"The leeching-off of RPG elements into the greater field of video games has helped to encourage a strange definition of terms: because so many games could be considered role-playing games now, the CRPG genre is now being defined by those elements that other genres are least likely to steal."
I'm afraid I have to disagree with this statement. The reason for this, is that what defines an CRPG NOW, is actually something rather specific, even if the industry as a whole hasn't fully realised it:
I as a consumer and a player, along with many others I know, and some of the websites which are involved as much with the players as-well as the industry, have reached a consensus about what an CRPG actually is, today. The only real problem I've found, is that a lot of people have trouble truly understanding what that consensus is, what it represents, and it's ramifications for computer games in general. In fact, such has been some of the discussions and arguments I've been part of, that essentially the whole of the introduction I'm currently writing for my paper, is taken up precisely with just this one issue, because I think it's that important for people to understand. After all, you can't have a paper discussing CRPG's without people fully understanding what an CRPG actually is, right now.
The fact is, is that most of what made CRPG's what they were, isn't really all that important in the overall field of computer games. What's happened is that we've since focused on what IS important, and started to distil it down to the fundamentals. Or at least tried to. Like I said, I've had quite a few arguments and disagreements along the way. However, at the end of all that, I feel I now fully understand what it is we're dealing with, which is where my paper comes in.
I'm still currently writing, (and re-writing!) the introduction, precisely for this reason, but am unsure of what I should do with is when I've finished, (since I feel the introduction should stand on it's own quite well, even if it is just the first part of a much longer paper). I'd like to submit it to Gamasutra (when done), but am unsure as to how?
http://en.wikipedia.org/wiki/Darklands_(video_game)
Phantasy Star series - one of the first RPGs with parties made of defined story characters, one of the first games with a female protagonist, sci-fi/fantasy hybrid back when most games were high fantasy, generation system with branching story paths based on marriage, death of the female lead way before FF7 did it, comic book style cutscene predating CD cutscenes.
Shin Megami Tensei series - recruit monsters on your team long before Pokemon did it, modern/occult/cyberpunk/post-apoc settings, stories & characters based on world mythologies, multiple storyline paths, mix of life sim elements in later games (Persona 3/4).
Shin Megami Tensei: Honestly? It's a series I don't yet feel qualified to write about. There's so MUCH there, much of it in languages other than Japanese, and I try not to write on something unless I've had at least some personal experience playing it.
I've said in the past that these lists are not consider to be the 20 "most" anything, they're here to provide background for modern game designers, and to illustrate particularly useful design examples. I stand by that, although I'll admit a couple of the games this time kind of got away from that. If you want more info on these games, the best source on them (and indeed, many other games) that I've found is Hardcore Gaming 101. Go there. Read. I sincerely doubt you'll be disappointed.
But yes, it is true, it predates Pokemon, which I pieced together after I turned in the article. I'll see about correcting that soon.
Phantasy Star: Oh, I dearly wanted to write about the classic Phantasy Star games this time. Maybe later.
Mother: The thing about Mother is that it's simultaneously utterly by-the-numbers Dragon Quest in a modern setting, and at the same times something unique and wonderful, especially starting with Mother 2/Earthbound.
Darklands: It's another case of not having gotten around to playing it yet, which is a form of research that cannot always be completed in a timely manner, and not just because of matters of play time. I'm sure I'll be writing about it eventually in some form. (And I've just started looking into Traveller on my own....)
To Darren Tomlyn: It sounds like it could be an interesting paper! Whether Gamasutra picks it up or not, I'd like to read it when it's done, if it's okay with you.
To Roberto Alfonso: Actually, it's a funny thing. Wizardry (and Bard's Tale too, I seem to remember) are special in that they DON'T allow you to return to old saves. If a character is lost forever ("buried"), it's impossible to restore using in-game means. And if you turn off your computer to avoid a battle, when you return to the game you'll find your party is still in the dungeon, and you'll have to "restart an out party".
On players not being willing to suffer with permanent character death, this is one of those things where, ultimately, it is up to the designer. I myself respect a game with permanent death if the game is designed taking it into account (and that *doesn't* mean the game has to be any easier), but I understand that there are players who don't think about it that way. But that is the thing: designing a game around the idea of permanent death and endless reloading produces entirely different kinds of games, and since the latter is 99% of RPGs it means a great swath of RPG design space is being left farrow. To extend the metaphor, it is time, I believe, that the plow is taken up once more.
MUDs: I agree it's an absence, but with only 10 games to cover in each category there were unavoidable exclusions.
Tom Newman: It sounds like I would have liked your gaming circle.
Truly and always one of the MOST innovative made JRPG
titles in Japan.
However, you didn't cover either Ys or Phantasy Star. These two franchises were far more influential to Japanese RPGs than Final Fantasy was when all of them first began 20+ years ago. That's why they continue to be rereleased, followed, and mimiced to this day. Back in the late 1980s and early 1990s, Final Fantasy was not that popular compared to Ys or Phantasy Star. Frankly, I'd prefer that it had stayed that way because I think that both Ys and Phantasy Star (especially Ys I&II and the original Phantasy Star I&II) are far superior RPGs, including offering strong heroines as both PCs and NPCs, as well as (for Phantasy Star) offering a hybrid fantasy/sci-fi setting, a theme I used for my own campaign worlds (I combined AD&D and TSR's Gamma World rule set, and got the idea from Terry Brooks' "Sword of Shannara").
One other point that's probably worth repeating (and that I've said several times elsewhere) is that WoW is not that huge when you consider the actual global market. 11 million accounts is nothing compared with the 70 million accounts that Nexon announced for Maple Story or the 17 million that NCSoft states for Lineage II, for example, and it isn't that much more successful than Guild Wars' 6 million accounts (especially since GW doesn't charge a monthly subscription). Blizzard has succeeded in making people think that their game is the standard, but in fact it is just one fish in a very large pond, and there are other offerings that have far larger user bases.
Bard's Tale II lets you return to old saves. That's the only one I've played extensively or recently, though, so I can't comment on any others.
"11 million accounts is nothing compared with the 70 million accounts that Nexon announced for Maple Story or the 17 million that NCSoft states for Lineage II"
All of these need to be considered in the appropriate context, though. 11 million is "Current paying subscribers" for WoW. How many of Maple Story's players still play, ever played for a significant period of time, or ever paid any money? Their 70 million would have to be compared to the total number of accounts ever created on WoW (including trial accounts) which may compete with or even surpass it.
Likewise, from all of my research, Lineage II's 17 million is the total number of accounts ever created (I don't think it ever exceeded 3-4 million concurrent users). My main source was mmocharts.com, which appears to be defunct, so I'd like a current source on this. I think that the lineage series overall has made more money that WoW, but I don't think it ever matched its subscriber numbers except during WoW's first year, which means that WoW will shortly overtake it in total profit if it hasn't already..
Likewise, Guild Wars 6 million is total number of box sales (including their 2 expansions). WoW's total sales of original game and expansions are WAY more than that.
Where is Traveller?
Where is The Fantasy Trip, and GURPS?
Where is Paranoia?
I think you list is: "Here's D&D, and here's a whole bunch of electronic games which regurgitated D&D."
In any regard, this was a good read, as were your previous articles which I reviewed prior to reading this article. Thank you for publishing them!
There are two points that I was making that seemed to be missing in your reply. The first point is that these companies state their own numbers rather than being tracked by any sort of independent organization; therefore, we must go with what they report regardless of who the company is. Blizzard's statements are no more valid than NCSoft or any other company. We certainly cannot take the reports of one of many miscellaneous sites as having higher validity as a reference than the actual companies who offer the numbers in the first place. The second point is that gaming is a global medium, not national or local. WoW is big in the English market largely due to Blizzard's hype and promotion, but that's about all that can be said for it. Ten years ago, Everquest was the biggest in the English market, but the same observations still applied (many people did not play even amongst hardcore RPG gamers, etc). Many people do not play WoW, particularly in other countries where other tastes in styles and mechanics are preferred. In a reply in another article, one person here (I think it was Tommy) stated something to the effect that, "anyone who wants to play an MMORPG has chosen WoW." Obviously, this is an inaccurate statement and rather misleading about the nature of the overall global market for MMORPGs. The same thing happens with other types of games and genres, so it's not too surprising, but we should be more critical (and inclusive) when we report about the industry as a whole.
As I said, WoW is merely one fish in a very big sea, and it is not the largest fish as far as users if the entire global market is considered. People tend to think of their own standards as being universal, but that's usually not the case when the bigger picture is considered. In fact, much of research is inherently ethnocentric due to language barriers and basic business competition (companies not allowing independent tracking, for example).
Where did I say that the numbers coming from the companies weren't accurate? I said that the numbers from the companies refer to different things. The number of people who have ever created a free Maple Story account compared directly to the number of CURRENTLY PAYING WoW subscribers does not tell you which game is bigger, more popular, more profitable, etc.
Until a company other than WoW gives a number that can be reasonably compared, I'm going to assume that WoW is, in fact, the biggest fish in the ocean, if for no other reason because no other company will actually tell us useful numbers. They inflate them by keeping the terms vague (which means that they probably refer to every account ever created, since that's a valid interpretation of their words).
That being said, I do think that you have a valid point that people in U.S. focus too much on WoW and fail to realize the size and popularity of other MMO's. I just think that you need to consider exactly what the numbers that you read refer to instead of linearly comparing the largest number you hear from each company.
I'm repeating things here, but Megaten and Phantasy Star are the most obvious omissions (Nowadays there are LOTS of Megaten games over here too). There's also Crystalis (serving as a connection between Zelda and other action RPGs such as Seiken Densetsu and the Soul Blazer series), Star Ocean (as part of the Tales legacy) and Castlevania (which dovetails with Tales series, especially the recent ones). In addition to Shining Force, Fire Emblem also inspired the Super Robot Wars series. And I'm not a JRPG expert; I'm sure I'm missing a lot more.
Given your desire to emphasize the "RP" portion of "RPG", I'm also surprised you didn't even give a nod to RPG "morality systems," the duality of which mostly derives from the early DnD "Law/Chaos" system, either directly (Ogre Battle, Megaten, and Baldur's Gate), or indirectly (KotoR)
What I miss is aggregation of decade long leaders and leaders thought for what they defined as RPG game.
That could be nice to build conclusion to where are we going.
Especially in times where lider of the Millenian period - Bioware - now is as gigantic and strong as SSI was a decade earlier, simiar thing is with a monolith long-living Bethesda which evolved even from the past times many companies and product lines didn't survive. From the other hand RPG still bring new players with innovative ideas not afraid that rpg is one of the hardest video game to produce.
This way of thinking can be helpful to make "RPG 101 - how not to fail for the future".
Anyway, Albion was a PC game made by ex-Thelion programmers who made game of the era for Amiga called "Ambermoon". I presume you thought on about that title when thinking Amiga. Nevertheless both Albion and Ambermoon are games which sentimental rpg-gamer can come back playing even now (if possible).
Another really cool example of Wizardrish/M&M mixed gameplay is Ishar serie. Many players also remember that one very well
@Dave: I think you have things back-to-front, as regards WoW and Guild Wars. Guild Wars, with 6 million accounts, but no subscription, is nowhere near as successful, financially, as WoW with 11 million accounts all paying a subscription fee / pay to play plan. I do agree that WoW is just one fish in the pond, but to run with the analogy, it's actually a Kraken with a thousand tentacles, right now.
Nice to see at least one nod to Azure Dreams though, that was fantastic.
Excellent article among your many. Like many posters, I would have loved to see some mention of my pet game. In this case, the fantastic, yet incomplete Alternate Reality series:
http://en.wikipedia.org/wiki/Alternate_Reality_(video_game_series)
Surely you would have seen this in the C64/128 release lineup?
The issue I see in my dealings with games producers is the lack of respect and value producers see in forms of gaming such as pen and paper roleplay, and often disregard it.
Its a shame, but in many causes appears to be the reality and achilles heell of some development studios today.
The World of Asian RPGs: http://www.mobygames.com/featured_article/feature,25/
The World of Western RPGs: http://www.mobygames.com/featured_article/feature,31/
They mostly deal with the history of RPGs and list a bunch of games, instead of going too deep into specific ones. One thing about the Asian RPGs article is that it also includes some Chinese RPGs, which is certainly a very interesting read.
Fantastic article! It introduced me to a world of RPGs (from both sides) that I had not even heard of. Time to start exploring :-)
E.A.W.