安迪(格林伯格)和我都对柏拉图(PLATO)系统很感兴趣,这对我们有着极大的影响。柏拉图有电子邮件、聊天、新闻组、多人实时游戏等等,都是从 70 年代早期开始的。多人地牢游戏方面尤为出色 […]《巫术》在很多方面是我们的一个尝试,看看我们是否能写一个像柏拉图系统的地牢游戏一样酷的单人游戏,然后把它塞进一个像 Apple II 这样的小机器里。
Both Andy [Greenberg] and I were active on the PLATO system, which was a tremendous influence on us. PLATO had email, chat, newsgroups, multiplayer real-time game, and much more, all starting in the early 70s. The multiplayer dungeon games were particularly good [...] Wizardry was in many ways our attempt to see if we could write a single-player game as cool as the PLATO dungeon games and cram it into a tiny machine like the Apple II.
罗伯特・伍德海德,
《巫术》的联合创造者Robert Woodhead,
Wizardry's co-creator
《巫术》有一些平衡性问题(例如盗贼在战斗中是没用的),和相当不公平的机制(随着等级的提升可能会降低能力),但一个比较常见的槽点是地下城里面太空荡荡的了,特殊的邂逅和地点太过稀少且相距甚远。
这就是在接下来的两作游戏:《钻石骑士(Knight of Diamonds)》和《利加敏的遗产(王国遗产 / Legacy of Llylgamyn)》中被解决的问题。他们专注于在只做小改动的情况下带来更好的内容。虽然现在这些游戏被称为续作, 但他们最初是作为“场景”出售的——作为第一作的附加内容。
《钻石骑士》发布于 1982 年,并且最初要求玩家从《巫术 I》(后来才加入了角色创建入口)里面把队伍传送过来。然后,这些角色的任务是寻找一副传说中的甲胄的碎片,并且这些碎片可以用在他们身上。游戏每一层都有不同的谜题,并增加了更多有趣的邂逅。除了战斗,还让探索更有意义。
Wizardry has some balance issues (Thieves are useless in combat) and rather unfair mechanics (levelling up can decrease stats), but a common criticism is how empty some parts of the dungeon are, as special encounters and locations are rare and far between.
This was addressed in the two next Wizardry games, Knight of Diamonds and Legacy of Llylgamyn. They focused on bringing better content, with only minor gameplay adjustments. While nowadays these games are referred to as sequels, they were originally sold as “scenarios” – extra content for the first game.
Knight of Diamonds was released in 1982 and originally required that you transferred your party over from Wizardry I (later ports added character creation). The characters are then tasked with finding the pieces of a legendary armour set, which can be used by them. Each level featured distinct puzzles and had more interesting encounters aside from just combat, making exploration much more meaningful.
初始三部曲的最后一部是《利加敏的遗产(1983)》。这次你之前的队伍并不是完全导入,而是作为新角色的祖先,他们的数据会延续,但你要从 1 级队伍开始。游戏扩大了阵营的作用,有些区域只能由善良的角色进入,而有些区域则是邪恶角色的专属。这就迫使玩家必须处理好这两者,或者计划好在游戏中期转换阵营。更重要的是,地下城的设计仍然很棒,而且提供比前作更多更独特的谜题、地点和内容。
《巫术》不仅仅是一个系列:它更是一个完整的流派。除了 Sir-Tech 开发的八大正篇外,在日本还有超过 30 部官方巫术游戏,加上数以百计的克隆和变种,统称为 DRPGs (地下城角色扮演游戏)。这就是为什么它是有史以来最具影响力和持久力的游戏系列之一:它至今依旧非常有趣。不要只听我的一面之词,地下城在等待着你!
The final entry in the original trilogy is Legacy of Llylgamyn (1983). This time your previous party isn't exactly imported, but rather used as ancestors for new characters; their stats carry over, but you'll start with a level 1 party. The game expands the role of alignments, as some areas can only be entered by good characters, while others are exclusive to evil ones. This forces the player to handle two parties, or to plan an alignment switch mid-game. More importantly, the design of the dungeons remains great and features more unique puzzles, locations and content than previous titles.
Wizardry is more than a series: it's an entire genre. Besides the eight main titles developed by Sir-Tech, there are over 30 official Wizardry games made in Japan, plus hundreds of clones and variants known as DRPGs (Dungeon RPGs). There's a reason why this is one of the most influential and long-lasting series ever: it remains extremely fun. But don't take my word for it, the dungeon awaits you!