{"id":7227,"date":"2022-10-13T15:43:17","date_gmt":"2022-10-13T22:43:17","guid":{"rendered":"https:\/\/www.wurb.com\/stack\/?p=7227"},"modified":"2022-10-24T06:05:17","modified_gmt":"2022-10-24T13:05:17","slug":"wizardry-vs-ultima","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/7227","title":{"rendered":"Wizardry vs Ultima"},"content":{"rendered":"<p><em>Wizardry<\/em> and <em>Ultima<\/em> were the two big names of early CRPGs. I haven&#8217;t hit all of <em>Wizardry<\/em> yet, but I&#8217;ve already played through the entire <em>Ultima<\/em> series, including some of its offshoots like <em>Ultima Underworld<\/em>, <em>Runes of Virtue<\/em>, <em>Martian Dreams<\/em> and <em>Savage Empire<\/em>. (There&#8217;s one <em>Wizardry<\/em> offshoot on the Stack; we&#8217;ll get to it in time.) I&#8217;ve noted before that the two series became emblematic of two different presentations of the gameworld: <em>Wizardry<\/em>-style games were ones with a grid-based first-person view, like <em>The Bard&#8217;s Tale<\/em> or <em>Pool of Radiance<\/em>, while <em>Ultima<\/em>-style ones were third-person 2D on a grid map, like <em>Final Fantasy<\/em> or <em>The Magic Candle<\/em>. In fact, <em>Ultima<\/em> itself used both presentations, third-person overland and first-person in the dungeons, but dungeons were never the emphasis of the series, and nowhere near as sophisticated as the ones in <em>Wizardry<\/em>. By <em>Ultima III<\/em>, they were dropping back to a third-person tile grid for combat, and by <em>Ultima VI<\/em>, they abandoned the first-person view entirely.<\/p>\n<p>But now that I&#8217;m spending an extended amount of time in the <em>Wizardry<\/em> series, I&#8217;m thinking that the real contrast is one of tone. It&#8217;s sort of a Wonderland vs Oz vibe, with <em>Wizardry<\/em> as Wonderland: the darker and more nightmarish of the pair, a world without the comfort of consistent internal logic. As in the Oz stories, nothing permanently bad ever happens to the heroes in an <em>Ultima<\/em> game; <em>Wizardry<\/em> is not only eager to kill your guys, it drags the process out by dangling the possibility of resurrection and then frequently snatching it away. (It&#8217;s worth noting here that the Virtues system established in <em>Ultima IV<\/em> and used in most subsequent games in the series was, by its author&#8217;s account, partially inspired by <em>The Wizard of Oz<\/em>.)<\/p>\n<p>Moreover, the <em>Ultima<\/em> games put a lot of emphasis on providing an entire world for you to interact with, with cheery ren-faire characters and jobs you can do for pocket change and side-quests and sub-plots. And sure, <em>Ultima I<\/em>&#8216;s world-building was kind of sketchy, but nowhere near as sketchy as in any of the <em>Wizardry<\/em> games I&#8217;ve played. Wizardry doesn&#8217;t have a world, it has a dungeon. The entire world outside the dungeon is reduced to a smallish set of menus containing nothing that isn&#8217;t directly related to getting back to work in the dungeon. <\/p>\n<p>And &#8220;work&#8221; is really the key word there. It reminds me of nothing so much as the most dismal view of life, where you live to work rather than work to live. Past a certain point, you don&#8217;t even do it for the money &#8212; I&#8217;ve accumulated gold pieces in the millions, but it doesn&#8217;t matter, because there&#8217;s nothing to spend it on. Your ostensible motivations, restoring the town&#8217;s defenses in <em>Wizardry II<\/em> and stopping disasters in <em>Wizardry III<\/em>, are blatantly tacked-on in a way that makes them feel like lies, pretexts to keep you working. The ultimate goal in <em>Wizardry I<\/em> is <em>canonically meaningless<\/em>. But when you make it out of the dungeon alive, what do you do? You just go right back in again, because that&#8217;s all there is.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Wizardry and Ultima were the two big names of early CRPGs. I haven&#8217;t hit all of Wizardry yet, but I&#8217;ve already played through the entire Ultima series, including some of its offshoots like Ultima Underworld, Runes of Virtue, Martian Dreams and Savage Empire. (There&#8217;s one Wizardry offshoot on the Stack; we&#8217;ll get to it in [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[352,348],"class_list":["post-7227","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-ultima","tag-wizardry"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/7227","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=7227"}],"version-history":[{"count":6,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/7227\/revisions"}],"predecessor-version":[{"id":7276,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/7227\/revisions\/7276"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=7227"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=7227"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=7227"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}