‘You have freed the one with yearning eyes whose lot was hunger tragic.’
     – Gary Gygax, The Lost Caverns of Tsojcanth, 1982.

Players of the tournament adventure The Lost Caverns of Tsojcanth (1976) were greeted, after some exploration, by prismatic lights dancing on the walls, contrasting with the pile of dark rocks in the centre of the room. Far from being an end in itself, this hall was merely the gateway to the Greater Caverns, where countless secrets were hidden amidst strange stalactites and rock formations conjured from a demented imagination. The treasure of Iggwilv, mysterious as it may be, was only for the bravest of souls. In the 1970s, the development of PLATO, a computer system linking several thousand terminals around the world, led to the emergence of a community of creators who generally made no secret of their inspiration for the dungeon-crawling style typical of the printed RPGs of the time. These first forays set a trend. Among these, Oubliette (1977) perhaps stands out for its remarkable depth for its time: the source of inspiration was clearly Dungeons & Dragons (1974), but the inclusion of attribute tables for the different classes and races, as well as a rich magic system, placed it at the forefront of computer games.

     A formula based on Dungeons & Dragons rules

Unlike PLATO, mainstream computer systems did not have the same computing power and early titles could seem like a step backwards. In 1978, Robert J. Woodhead, who had already gained a small notoriety for plagiarising dnd (1975), decided to replicate the system and experience of Oubliette in his own version, promoting an original adventure. The Dungeons & Dragons system is used quite faithfully, and any veteran can create their characters without getting lost. Since multiplayer was not an option, Wizardry recommends creating a team of six characters – or less – to explore the ten underground levels that make up the adventure. As a result, by appropriating the ideas of Oubliette, the title established a canon of standard rules and codes that would have a lasting influence on the dungeon crawler genre.

The player assumes the role of several adventurers whose goal is to venture into the catacombs beneath the castle of King Trebor. Having gone mad after the wizard Werdna stole a precious amulet, he sends young mercenaries to the first floors of the complex where the wizard is hiding. He hopes to find adventurers strong enough to reach the deepest part of the catacombs to kill Werdna and recover the amulet. The tone is rather light and the adventure, though rough in its progression, is punctuated with comic messages; there is something strange about exploring Wizardry, as a light-hearted theatricality contrasts with the often serious and merciless nature of the early Dungeons & Dragons modules.

From the outset, Wizardry requires an investment from the player, who must build their team based on attributes, classes and alignments. A balanced approach is preferred, with three characters in the front attacking with melee weapons, while the backline provides defensive and offensive support with a variety of spells. Character creation oblige, it is possible to abuse the system to get the best possible scores and start with a comfortable roster; likewise, creating characters to take their money is a viable strategy, allowing the player to properly equip themselves before even entering the Proving Grounds. This freedom is reminiscent of the shenanigans possible during TTRPG sessions, and adds to the idiosyncrasy of Wizardry at the time of its release. Traditional reflexes are thus rewarded: the cautious and savvy player will exercise extreme caution, taking care to map effectively and intelligently identify any items recovered from the dungeon.

     Some diverse but often obsolete mechanics

The Famicom version, released in 1987, retains these gameplay features, but improves the title with better graphics. The port is largely faithful to the original, with the exception of some floors in the second half of the game, which have been completely redesigned. Even in the Famicom version, the player has to progress slowly and draw their own map to avoid getting lost. However, the first few floors are particularly enjoyable to explore. Wizardry opens elegantly, with Floor 1 divided into quarters, making exploration more digestible. In the first one, the player learns that opening doors is the most common way for the party to engage in combat, and only then can they find chests containing gold and sometimes equipment. Exploration feels organic and natural, with the compartmentalisation ensuring that the player is not drowned out by overly large rooms. Floor 2 follows the same logic, introducing the importance of key objects in the progression: indeed, some areas are inaccessible if the adventurer does not possess the figurines, and the game takes good care to communicate this information through its pseudo-labyrinthine design. Mapping is still fairly straightforward, but takes a bit more time to complete due to the many twists and turns.

At the same time, the player will slowly become accustomed to the combat system. While the backline is generally of no help at the start of the game, as it has no spells, it will gradually become more useful. Once characters have gained enough experience, they can rest at the inn to advance to the next level. Wizardry complicates the process, as not only can certain stats be lowered, but time spent in the inn will cause characters to age and their powers to diminish, before they eventually die. This system may come as a surprise, as it encourages the player not to use the inn excessively as a means of healing. The system does force the player to use the Cleric's spells, but the process tends to be lengthy and the menus are rather cumbersome.

Furthermore, the shop, while useful at first, quickly becomes redundant. The stock is relatively sparse, and the player will easily equip themselves with the best gear available long before exploring the floors where better weapons and armour can be obtained from the monsters. This element makes character progression heavily reliant on enemy grinding – and luck on the chests' table – but renders some mechanics obsolete. In practice, gold coins are only used to visit the temple and remove negative statuses. A similar problem exists with the promotion system: once the attribute and alignment requirements have been met, the player can change a character's class to diversify their options. The problem is that they start with the lowest stats for their race, and it is necessary to grind experience from the start to make the character viable. This emphasis on grinding is at the root of the structural problems in the second half of the game.

     Exploration abandoned in favour of grinding: an artificial approach

While the adventure up to Floor 4 remains organic and natural, with a forced encounter forming the game's first genuine obstacle, the following floors lose all interest in ergonomics and decide to take a very aggressive route. The floors become much more complex, with devious traps and frustrating hidden doors. The title introduces anti-magic zones, which severely neutralise the party's abilities – although enemies suffer the same effects. Where the backline, with its crowd control and area attacks, became paramount towards the end of Floor 4, the player is deprived of these options during exploration, making progression much rougher and more difficult. The problem is that the middle floors, 5 to 8, are completely optional. After collecting the Blue Ribbon, players can use the private lift to go directly to any floor between the fourth and ninth, which opens the way to Werdna's lair.

More specifically, the Blue Ribbon is necessary in the progression, as the ninth floor can only be reached by this particular lift. It turns out that the intermediate floors have no other purpose than to be grinding areas. Naturally, the player begins by mapping out the rooms, but when they visit the ninth floor out of curiosity, they realise that all this work is pointless. Because the grind cannot sustain its formula, especially with such a bare interface, the temptation to brute-force the last floor and fight Werdna as quickly as possible is strong. My experience was very similar to the speedrun strategy, as I decided to grind the Giants on Floor 10 to unlock the most powerful offensive spells. Once my Mage was level 13, the final challenge was to survive the gauntlet on the final floor and reach Werdna; at this point, a simple Haman to teleport the boss group ends the game with minimal fuss.

Wizardry remains a challenging title, and the strong dichotomy between the first and second halves is surprising. Could it be that the change in gameplay philosophy is the result of contrasting inspirations? Oubliette offered a fairly straightforward map that, while more open than the early stages of Proving Grounds, was natural and pleasant to explore. Here, the later floors are riddled with cruel traps, such as the three rock columns that instantly punish teleportation with Malor by killing the party with no chance of recovery. This ruthlessness must have been too much for the Japanese team working on the port, as they decided to implement their own floors, which are much more explicit about their optional nature: the hidden stairs in an infinite corridor have been removed, and it is not possible to find the stairway between Floors 7 and 8 without a deliberately creative use of Malor.

The title was an important trailblazer that inspired entire genres of video games, both in the West and in Japan. If it is still possible to experience it in 2023, it is worth remembering the extent to which Wizardry embraces game design ideas that are now considered archaic. The game does not hesitate to punish careless actions and shows no mercy towards unprepared parties, even to the point of permanently eliminating them. The emphasis on grinding, although facilitated by the lifts that allow easy access to the surface, is frustrating. Before reaching level 13, a party can suffer from an encounter that is a little too crowded with enemies, and the player is pressured to reach this threshold before attempting to fight Werdna. As in Tsojcanth, obtaining the Blue Ribbon is only the beginning of the adventure; far scarier things and devious traps await the player, but Wizardry never conjures up the poetic strangeness of these rainbow caverns where unknown and wondrous crystals glisten.

Reviewed on Mar 21, 2023


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