CompuServe Thread

#Fantasy Game Debate

22 messages in this thread
#142From: Henry ColonnaJul 13, 1988 8:29 PM
DungeonMaster is a great game because of the environment that it puts you in – very realistic. However, it's got NO plot whatsoever. Ultima IV is more like reading a really good book – great plot, OK graphics and good music, but a fantastic plot, and a brilliant morality. DungeonMaster also has no morality whatsoever. We won't even talk about Bard's Tale. OK graphics, OK sound, no plot, no environment – numbers game, no morality, not much of anything, in fact.
#150From: Ken HillJul 14, 1988 7:39 AM
Henry, We have all heard you flog poor Bard's Tale. Give it up. Some of *like* mindless adventure games like that!! Anyhow, I heard from a good source that DungeonMaster might be appearing in a few (i.e. three or so) weeks. Don't hold your breath but it *might* be the real thing! KEn
#335From: Allen L. GreenbergJul 19, 1988 8:02 PM
Ken, have you played the Amiga Bards Tale II? If you have, have you tried exiting the "add member" option of the main menu with less than 7 party members? Mine won't let me unless I have 7 members in the party. -allen
#350From: Lee SheldonJul 19, 1988 11:29 PM
Allen, It seems like I didn't have a problem with six members when I first started BTII. Since then, I've always loaded a Red Dragon first, so haven't noticed. I'll try it tonight. Lee
#364From: Lee SheldonJul 20, 1988 1:10 PM
Allen, I tried it last night with any number of members from one to six, and was able to exit by clicking on the CANCEL button every time. Lee
#376From: Allen L. GreenbergJul 20, 1988 8:49 PM
Thanks Lee. Damn strange that the two copies I've tried in my machine have that problem. -allen
#163From: George FeamsterJul 14, 1988 5:36 PM
Actually the classic example (if not the parent) of role playing games is DnD. The primary differences between Dungeon Master and U4 is that in U4 there is "verbal" interaction between the player and the characters encountered. Also in U4 there is a factor referred to in Dnd as alignment (ala morality level). Only one morality choice is allowed in U4 while adventures can be successfully completed with DnD as long as you stick to your alignment. There is a specified goal in Dungeon Master and some respectable puzzles. I seem to remember you asking for help on one or two on the ST version. As to the plot aspect in U4 I don't see anything beyond an attempt at achievement of a goal. As a rule where you find "plot" you find sub-plot. Anything else is just getting from here to there.
#165From: Henry ColonnaJul 14, 1988 6:18 PM
There are puzzles in DungeonMaster but they are similar – pressure plate, switch, weapon, and "item in slot" puzzles and various combinations through about 11 levels (was it 11 or 13, can't remember.) As far as PLOT goes, you know the ultimate goal in Ultima IV and what to accomplish to get there. That's what "PLOT" is in a game, IMHO. In DungeonMaster there is a very badly written story (in some very crude docs) and not much else to grab a handle on.
#172From: Steven BennettJul 14, 1988 7:00 PM
Eh. The "plot" of Ultima is the same as all of the previous Ultimas. There were more frills added, thats all. (Still, it was an enjoyable game…) One of the neatest plot features I would have liked in Ultima IV (and I had heard a rumor about it, but it turned out to be untrue) would have been for one of your companions to betray you. Now *that* would have been an interesting sub-plot. As it was, all that loyalty and goodness and never do ANYTHING wrong etc. etc. was frankly sickeningly sweet. Sort of like the Smurfs. <snicker> –>Steve Bennett
#195From: Henry ColonnaJul 15, 1988 6:03 PM
I agree – the betrayal idea sounds pretty neat. There are even neater things in Ultima V – the nonplayer characters move and walk around in the game, have jobs, etc. The text parser is much better. There is an underworld. I don't think that the "morality" was sickeningly sweet. Some of the choices were hard choices, as the opening of the game (which, I think, quite frankly, is brilliant) shows. I personally want a game that allows me to be "bad". But it doesn't bother me that I won't finish a game where I am "bad" – at some point I will have to pay the price.
#204From: Steve AhlstromJul 16, 1988 2:38 AM
Henry, I played Ultima II and III on my Atari 8 bit and enjoyed them. I was looking forward to IV on the Amiga. Now I'm not too sure. I don't think I'd be too happy with a game that attempts to force its version of morality on me.
#214From: Doug WingerJul 16, 1988 10:53 AM
The best ones are the ones that allow you to 'play' any type of person, but restrict your options according to type. Having played RPG games (the real ones, where anything goes) rewards for 'staying in character' made for some very interesting games. After all, no one expects the Klanfgh the Inedible, Scourge of the Universe and Environs, Eater of Babies and Malignancy Incarnate to be allowed membership in the Mr. Rogers School of Niceness. The restrictions placed by the necessity of a 'hard' envoirment such as those found in computer RPG make forcing behaviour the easy way out. The best game would be one where you had complete freedom of choosing your actions with the game choices being based on past actions. You might start out trying to save your local kingdom and wind up helping the baddies take over. I personaly would like to see a game that treat 'morality' in a realistic fashion. It would offer choices based on what the character could reasonably do based on his moral set, with 'extreme' choices changing that morality. While not as 'real' as the more free-flowing type of games, it would be a natural for the envoirment. Doug
#245From: Steven BennettJul 16, 1988 10:28 PM
You can pretty much ignore the morality. It quickly breaks down into a set of do this/don't do this decisions and you can get down to the *real* game which is exploration and puzzle solving, like most other RPGs. It's actually a very good game in those regards. –>Steve Bennett
#208From: Marc BaimeJul 16, 1988 7:29 AM
Wizardry IV (available only on Apple) allows you to play the evil (chaotic) wizard Werdna. You must battle your way from the bottom of a 10 level puzzle dungeon fighting against the best parties of people who played the other 3 Wizardrys. Instead of battling monsters you summon them to aid you.
#232From: Henry ColonnaJul 16, 1988 5:54 PM
I have heard alot of good things about Wizardry – unfortunately the box makes the games look positively horrid. However I will certainly keep an open mind, should it ever arrive for the Amiga.
#246From: Steven BennettJul 16, 1988 10:33 PM
The thing to remember with Wizardry is that it's basically ancient computer RPG technology. It plays very similarly to Bard's Tale but with more puzzle solving and less hack and slash. Also, it's not at all as graphically oriented. I'm afraid if Wizardry *was* ported to the Amiga, it would need an incredible amount of graphical additions to seriously compete. Otherwise, it's going to look relatively bland. –>Steve Bennett
#261From: Henry ColonnaJul 17, 1988 11:10 AM
Robert Woodhead has claimed that he's working on a 16 bit system that is far superior to anything else yet, including FTL's system. It's being designed from the ground up on the 16 bits, according to him.
#278From: Lee SheldonJul 17, 1988 5:28 PM
Henry, It would be nice if it were true. But that information's from a man who thought his "enhanced" versions of Wizardry I and II for MS-DOS would work in EGA. They don't. And they even REMOVED the ability to set the colors of the dungeon from anything other than white on black. Very attractive. Lee
#280From: Steven BennettJul 17, 1988 7:43 PM
Yeah, but knowing Woodhead, it's gonna be for the IBM and the Mac, and us Amiga users will *still* never see any Sir Tech stuff… –>Steve Bennett
#244From: Steven BennettJul 16, 1988 10:25 PM
Actually, the opening of the game was rather predictable. After going through it the first time, I found it absolutely no problem to go through it again and always end up with the exact character I wanted. I want a game that allows me to be "bad" or good or selfish or greedy or whatever, and which ends differently depending on what the player did. Better yet, one which offers a selection of different characters and goals for those characters ranging from Awful Good to Nasty and Evil. And to accomplish those goals you need to stick to the character's personality. In other words, *Role* playing, instead of, basically, hack & slash & puzzles. –>Steve Bennett
#260From: Henry ColonnaJul 17, 1988 11:10 AM
I didn't think that the opening was predictable at all. The story-line about you walking near the Stonehenge in England, the gypsy's tent, and the cards, and all the rest was excellent. The writing and ideas were far better there than in anything else that I can remember – any other game. Including DungeonMaster, which, though an excellent game, has a non-existant plot and an unacceptable, horribly-written story in the book that supposedly sets up the scene for the game. Origin deserves alot of credit – they can set up a world with the Ultima series, with the trinkets, the manuals, and the storylines, better than anyone else except Infocom. I felt that Ultima IV was alot more than hack and slash and puzzles, but we have already disagreed there.
#169From: Steven BennettJul 14, 1988 6:55 PM
Of course. Just about every Computer RPG out there is roughly based on D&D, which was the grandfather of RPGs (even if it wasn't and still isn't perfect…). Only in the past few years have Computer RPGs moved into the world of true *Role* playing as opposed to Hack and Slash. But they still have a looong ways to go. (And I wish I had the time to implement even 1/10th of my ideas for a computer RPG, to fill that wide open field…) –>Steve Bennett