• The Passing of the Mad Overlord

    From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.rpg on Sat Aug 31 16:40:31 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg


    Classic CRPG fans, take note of this sad day. Andrew C. Greenberg, one
    of the two co-developers of "Wizardry", has passed on.

    I'll admit it; I never cared much for the Wizardry series. They were
    too focused on the mechanical aspects of the RPG genre --the stats,
    the loot, the combat-- and not enough on the bits I actually cared
    for: story, world-building and characters. They often were ruthlessly
    hard too; 'git-gud, scrub' games long before Dark Souls made that a
    meme. I played games for entertainment, not challenge.

    But that the Wizardry games had a huge influence on the hobby is
    undeniable, and the Wizardry games were some of the first complex
    CRPGs to have any real success. They helped prove the medium was for
    more than just shooting and jumping. And the Wizardry games were
    complex, not only with huge (for its time) maps but multiple character
    classes, dozens of spells and numerous character classes which could
    radically change how your game played out.

    How much of Wizardry was Greenberg's influence over his co-creator's,
    Robert Woodhead, is unclear. Greenberg left the PC entertainment
    software in the late 80s, shortly after Wizardry IV's release. But he
    remains part of the heart and soul of the games; after all, the
    big-bad of the series, the Mad Overlord Werdna, is Andrew spelled
    backwards...


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  • From Mike S.@Mike_S@nowhere.com to comp.sys.ibm.pc.games.rpg on Sun Sep 1 08:15:32 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    On Sat, 31 Aug 2024 16:40:31 -0400, Spalls Hurgenson <spallshurgenson@gmail.com> wrote:

    Classic CRPG fans, take note of this sad day. Andrew C. Greenberg, one
    of the two co-developers of "Wizardry", has passed on.

    I'll admit it; I never cared much for the Wizardry series. They were
    too focused on the mechanical aspects of the RPG genre --the stats,
    the loot, the combat-- and not enough on the bits I actually cared
    for: story, world-building and characters. They often were ruthlessly
    hard too; 'git-gud, scrub' games long before Dark Souls made that a
    meme. I played games for entertainment, not challenge.

    The git-gud Wizardry was Wizardry IV. I lost my patience with that one
    and gave up. Apparently, everyone else did as well as it was the worst
    selling Wizardry title. The earlier ones (and the fifth one) are very
    easy by comparison.

    I still have yet to play 6-8. I really should get on it.
    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.rpg on Sun Sep 1 14:16:05 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    On Sun, 01 Sep 2024 08:15:32 -0400, Mike S. <Mike_S@nowhere.com>
    wrote:

    On Sat, 31 Aug 2024 16:40:31 -0400, Spalls Hurgenson ><spallshurgenson@gmail.com> wrote:

    Classic CRPG fans, take note of this sad day. Andrew C. Greenberg, one
    of the two co-developers of "Wizardry", has passed on.

    I'll admit it; I never cared much for the Wizardry series. They were
    too focused on the mechanical aspects of the RPG genre --the stats,
    the loot, the combat-- and not enough on the bits I actually cared
    for: story, world-building and characters. They often were ruthlessly
    hard too; 'git-gud, scrub' games long before Dark Souls made that a
    meme. I played games for entertainment, not challenge.

    The git-gud Wizardry was Wizardry IV. I lost my patience with that one
    and gave up. Apparently, everyone else did as well as it was the worst >selling Wizardry title. The earlier ones (and the fifth one) are very
    easy by comparison.

    I still have yet to play 6-8. I really should get on it.

    I won't argue too much, since I don't consider myself a Wizardry
    expert. However, my own personal experience was that the "Wizardry"
    games were, from the start, more difficult experiences than their contemporaries like "Bards Tale", "Might & Magic" and "Ultima". Those
    games could be difficult, but "Wizardry" always felt a lot less
    forgiving.

    [Admittedly, that is probably because most of those games
    were developed later than the early Wizardry games and
    took lessons that were unavailable to Greenberg and
    Woodhead because they were pioneering the genre.]

    It didn't help that the production values of the Wizardry games lagged
    far behind its competitors

    [Again, partly to blame on the titles' age, although
    even the early Ultima games, which were contemporary
    with Wizardry 1-3, looked better. At least in my
    opinion.]

    Still, lacking nice visuals and sound, the games were forced to rely
    entirely on their gameplay, and overall I found the experience a lot
    less welcoming to new players. Differences between character classes
    weren't always clear, the monsters were lethally hard, the maps
    stupidly mazelike and -given the lack of a strong narrative- there
    wasn't much reward to finishing the game.

    Were the Wizardry games actually /harder/ than "Bards Tale" or "Ultima
    I"? Maybe not. Like I said, I'm not enough of an expert on those games
    to really say. But my subjective experience was that they felt a lot
    less forgiving.



    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Werner P.@werpu@gmx.at to comp.sys.ibm.pc.games.rpg on Mon Sep 2 08:17:20 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    Am 01.09.24 um 20:16 schrieb Spalls Hurgenson:
    Were the Wizardry games actually/harder/ than "Bards Tale" or "Ultima
    I"? Maybe not. Like I said, I'm not enough of an expert on those games
    to really say. But my subjective experience was that they felt a lot
    less forgiving.
    Well Bards Tale was at least unfair (the first title) it let you choose
    a party without a Bard and then you failed miserably without it in the
    last dungeon before finish...

    But I think Bards Tale sold well due to its visuals, it simply had the
    best visuals for any RPG of its time back then. Wizardry until Bradley
    took over the series always had dated graphics. They were fine when part
    1 came out, but they kept the same engine without significant visual improvements until including part 4. Part 5 was a bradley game renamed
    to wizardry, Part 6 was the first real wizardry under Bradleys rule!

    Btw. hardly an expert myself never played any of the Wizardries, but
    thats what I gathered about those games on the net!

    Btw Unlike Ultime which was killed by EA, Wizardry still lives, the
    series just went to japan over various really obscure paths, and new
    Wizardry games are developed there which now slowly make their way back
    to the West!

    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.rpg on Mon Sep 2 13:58:58 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    On Mon, 2 Sep 2024 08:17:20 +0200, "Werner P." <werpu@gmx.at> wrote:

    Am 01.09.24 um 20:16 schrieb Spalls Hurgenson:
    Were the Wizardry games actually/harder/ than "Bards Tale" or "Ultima
    I"? Maybe not. Like I said, I'm not enough of an expert on those games
    to really say. But my subjective experience was that they felt a lot
    less forgiving.
    Well Bards Tale was at least unfair (the first title) it let you choose
    a party without a Bard and then you failed miserably without it in the
    last dungeon before finish...

    But I think Bards Tale sold well due to its visuals, it simply had the
    best visuals for any RPG of its time back then. Wizardry until Bradley
    took over the series always had dated graphics. They were fine when part
    1 came out, but they kept the same engine without significant visual >improvements until including part 4. Part 5 was a bradley game renamed
    to wizardry, Part 6 was the first real wizardry under Bradleys rule!

    Btw. hardly an expert myself never played any of the Wizardries, but
    thats what I gathered about those games on the net!

    Btw Unlike Ultime which was killed by EA, Wizardry still lives, the
    series just went to japan over various really obscure paths, and new >Wizardry games are developed there which now slowly make their way back
    to the West!


    Undeniably "Bards Tale" looked better. But it's not really a fair
    comparison; the first three "Wizardry" games all came out _years_
    before the first "Bards Tale" was released.

    Of course, this defense breaks down with "Wizardry IV", which came out
    in 1987 and still looked a lot like its 1981 predecessor ;-)


    [It's also quite subjective, but I also thought the
    visuals of the early "Ultimas" (contemporary with
    "Wizardry I-III") looked nicer. Sure, the dungeon
    graphics in "Ultima" were _a little_ more primitive,
    but the overworld was colorful and detailed.]


    Still, Wizardry didn't /always/ have dated graphics. At one point, it
    was quite advanced. But it definitely couldn't compete with later
    games.

    So I don't think Bards Tale won solely on its looks. Certainly they
    helped. But the gameplay was solid -and arguably, was more accessible-
    and I think that contributed too.


    [On a related note: the first game that /really/
    impressed me with its visuals? The one that made me
    stop and think, 'wow, this game has awesome artwork'?
    "Dragon Wars", released in 1989. Until then, all game
    visuals were quite workaday in my eyes; they got the
    idea across but still felt crude approximations. But
    "Dragon Wars" felt special; its visuals made it feel
    like a real world. Even though the gameplay really
    wasn't anything special, I have such fond memories
    of that game.]





    A Timeline of some of the games discussed:

    Game Initial Release
    -------------------------------
    Wizardry I (1981)
    Ultima I (1981)
    Wizardry II (1982)
    Ultima II (1982)
    Wizardry III (1983)
    Ultima III (1983)
    Ultima IV (1985)
    Bards Tale I (late 1985)
    Might & Magic I (1986)
    Bards Tale II (1986)
    Bards Tale III (1988)
    Ultima V (1988)
    Might & Magic II(1988)
    Dragon's Age (1989)

    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Kyonshi@gmkeros@gmail.com to comp.sys.ibm.pc.games.rpg on Tue Sep 3 12:33:49 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    On 9/2/2024 7:58 PM, Spalls Hurgenson wrote:

    Undeniably "Bards Tale" looked better. But it's not really a fair
    comparison; the first three "Wizardry" games all came out _years_
    before the first "Bards Tale" was released.

    Of course, this defense breaks down with "Wizardry IV", which came out
    in 1987 and still looked a lot like its 1981 predecessor ;-)


    There was some idealism in the scene back then. The graphics don't
    matter! It's the gameplay that counts!

    Of course Wizardry IV was punishing with that as well. As much as some
    people might have liked the style of the game and didn't care about the graphics, most people wouldn't have.

    But that was a belief back in the day, just remember how Infocom really thought they could keep being as successful as they were without
    introducing graphics, and then half-heartedly adding static pictures.

    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Justisaur@justisaur@yahoo.com to comp.sys.ibm.pc.games.rpg on Wed Sep 4 09:24:47 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    On 8/31/2024 1:40 PM, Spalls Hurgenson wrote:

    Classic CRPG fans, take note of this sad day. Andrew C. Greenberg, one
    of the two co-developers of "Wizardry", has passed on.

    I'll admit it; I never cared much for the Wizardry series. They were
    too focused on the mechanical aspects of the RPG genre --the stats,
    the loot, the combat-- and not enough on the bits I actually cared
    for: story, world-building and characters. They often were ruthlessly
    hard too; 'git-gud, scrub' games long before Dark Souls made that a
    meme. I played games for entertainment, not challenge.

    But that the Wizardry games had a huge influence on the hobby is
    undeniable, and the Wizardry games were some of the first complex
    CRPGs to have any real success. They helped prove the medium was for
    more than just shooting and jumping. And the Wizardry games were
    complex, not only with huge (for its time) maps but multiple character classes, dozens of spells and numerous character classes which could radically change how your game played out.

    How much of Wizardry was Greenberg's influence over his co-creator's,
    Robert Woodhead, is unclear. Greenberg left the PC entertainment
    software in the late 80s, shortly after Wizardry IV's release. But he
    remains part of the heart and soul of the games; after all, the
    big-bad of the series, the Mad Overlord Werdna, is Andrew spelled backwards...

    It's odd I never got into the series. I am more of a tactical mechanics combat lover in RPGs and it seems like it was right up my alley.
    Perhaps it was just lack of funds when Wizardry was in it's heyday, for
    now I don't have any nostalgia for it, and have mostly moved on from
    turn based combat.
    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'
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  • From Mike S.@Mike_S@nowhere.com to comp.sys.ibm.pc.games.rpg on Wed Sep 4 14:38:25 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    On Wed, 4 Sep 2024 09:24:47 -0700, Justisaur <justisaur@yahoo.com>
    wrote:

    It's odd I never got into the series. I am more of a tactical mechanics >combat lover in RPGs and it seems like it was right up my alley.
    Perhaps it was just lack of funds when Wizardry was in it's heyday, for
    now I don't have any nostalgia for it, and have mostly moved on from
    turn based combat.

    I didn't have nostalgia for Wizardry either, I missed it the first
    time around. I got around to playing the first three (and eventually
    the 5th entry) a number of years ago. I enjoyed them a lot but I do
    like Might & Magic more. Proving Grounds has a remake available on
    Steam.
    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.rpg on Wed Sep 4 10:30:03 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    On Tue, 3 Sep 2024 12:33:49 +0200, Kyonshi <gmkeros@gmail.com> wrote:

    On 9/2/2024 7:58 PM, Spalls Hurgenson wrote:

    Undeniably "Bards Tale" looked better. But it's not really a fair
    comparison; the first three "Wizardry" games all came out _years_
    before the first "Bards Tale" was released.

    Of course, this defense breaks down with "Wizardry IV", which came out
    in 1987 and still looked a lot like its 1981 predecessor ;-)


    There was some idealism in the scene back then. The graphics don't
    matter! It's the gameplay that counts!

    Of course Wizardry IV was punishing with that as well. As much as some >people might have liked the style of the game and didn't care about the >graphics, most people wouldn't have.

    But that was a belief back in the day, just remember how Infocom really >thought they could keep being as successful as they were without
    introducing graphics, and then half-heartedly adding static pictures.

    I think that's a bit idealistic. I think people very much cared about
    the visuals back then, same as today. Certainly by the time of
    Wizardry IV, we were well into the console-wars --"Genesis does what Nintendon't!" and all that-- and that was all about graphics. Sure,
    there has always been a contingent that have ardently declared "It's
    all about the gameplay" but the public at large has almost always
    rewarded the better looking games.

    Infocom was incredibly late to the party with adding visuals. By the
    time they finally started -with games like "Arthur: Quest for
    Excalibur", "Quarterstaff", "Journey, "Shogun" and "Zork Zero" -- the text-based Interactive Fiction genre was all but dead. There were a
    few hold-outs --Legend and Magnetic Scrolls kept at it for a few more
    years-- but they'd had graphics in their games from the start.

    Infocom did better with its non-text games ("The Crescent Hawks
    Revenge", "Mines of Titan") but it was obviously genres they were not
    skilled in, and their games always felt dated in comparison to their contemporaries. That, combined with their lack of focus on games
    (Infocom was betting big on creating a relational database) and their
    ongoing financial issues (because people didn't want to buy games
    without pretty graphics) pretty much sealed their fate.




    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Kyonshi@gmkeros@gmail.com to comp.sys.ibm.pc.games.rpg on Fri Sep 6 10:01:35 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    On 9/4/2024 4:30 PM, Spalls Hurgenson wrote:

    Infocom did better with its non-text games ("The Crescent Hawks
    Revenge", "Mines of Titan") but it was obviously genres they were not
    skilled in, and their games always felt dated in comparison to their contemporaries. That, combined with their lack of focus on games
    (Infocom was betting big on creating a relational database) and their
    ongoing financial issues (because people didn't want to buy games
    without pretty graphics) pretty much sealed their fate.


    Weren't those already done when they were basically bought amd
    supplanted by Activision in all but name?

    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Werner P.@werpu@gmx.at to comp.sys.ibm.pc.games.rpg on Fri Sep 6 15:38:05 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    Am 04.09.24 um 16:30 schrieb Spalls Hurgenson:
    (Infocom was betting big on creating a relational database) and their
    ongoing financial issues (because people didn't want to buy games
    without pretty graphics) pretty much sealed their fate.
    Cornerstone had a design 10 years ahead of its time basically not really runnable on computers back then with a decent performance. To my
    knowledge the RDB was basically programmed in a lisp like language just
    like their games running on a VM.
    This worked for them for the games because they just needed to port the
    VM (z-engine) to another platform and could release all their games so
    far on it.
    But for the database it was a hog, the db was dog slow compared to
    d-base which was the standard relational db for the market they were
    aiming for, it was dead from the beginning and dragged them down!
    They had to sell out after the corner stone fiasco to Activison which
    was their end!

    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Werner P.@werpu@gmx.at to comp.sys.ibm.pc.games.rpg on Fri Sep 6 15:52:40 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    Am 06.09.24 um 15:38 schrieb Werner P.:
    Am 04.09.24 um 16:30 schrieb Spalls Hurgenson:
    (Infocom was betting big on creating a relational database) and their
    ongoing financial issues (because people didn't want to buy games
    without pretty graphics) pretty much sealed their fate.
    Cornerstone had a design 10 years ahead of its time basically not really runnable on computers back then with a decent performance. To my
    knowledge the RDB was basically programmed in a lisp like language just
    like their games running on a VM.
    This worked for them for the games because they just needed to port the
    VM (z-engine) to another platform and could release all their games so
    far on it.
    But for the database it was a hog, the db was dog slow compared to d-
    base which was the standard relational db for the market they were
    aiming for, it was dead from the beginning and dragged them down!
    They had to sell out after the corner stone fiasco to Activison which
    was their end!

    here is a video https://www.youtube.com/watch?v=TNNRXH_mWn8
    --- Synchronet 3.20a-Linux NewsLink 1.114