Wizardry series

As RPG's developed, at some point or other they became focused on forward momentum and a demented shade of verisimilitude. Wizardry is not like that. Its language is recursive, like the single screen games that are its contemporaries, yet somehow it thinks long thoughts. Fighting a battle, you never think (much) about the fight in front of you. Part of Wizardry's tension is the eerie way it functions as a near-future time machine dislocating you from your immediate actions. The fact is, you may be already dead, and know for sure you're dead, long before your number's finally called. High on the tide of victory, you still see you won't make it back to the top.

For classical Wizardry you definitely want to go for the ports; they have nicer graphics and cut out the dreadful need to type out spell names.

Identifying Elements

Themes

Characters

Mechanics

Key Staff

Games

Compilations

FIXME

Offshoots

Legacy

See Also

 
 game/wizardry_series.txt · Last modified: 2011/06/01 07:52 (external edit)
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