Friday, August 29, 2008
Guest Post: Wizardry 8 Designer Explains Arnika Road
Charles Miles, a member of the Wizardry 8 development team, takes responsibility for the much-maligned Arnika Road section of the game (which Scorpia likes to call, "The Terrible Road."). His self-appointed title was "Monster & Item Wrangler," and besides designing Arnika Road, he set up a lot of the data for the game. And - as luck would have it - after years of working on Zoo Tycoon games, he's finally back in the RPG business, working with Turbine.
Scott MacMillan introduced us via email this week. Charles had some comments about Arnika Road, and about Wizardry 8 in general, which he has graciously allowed me to post here:
People have screamed bloody murder about the Arnika road since Wizardry 8 was originally released. This is what the Arnika road was *supposed* to teach you:
- To avoid monsters by either using spells like Chameleon or by staying out of their line of sight. You could often sneak around the monsters if you were careful.
- To be smart about where you rested. If you rested in the middle of the road, monsters are much more likely to wander by see you, and ambush you while you sleep. If you rested in a hard-to-see place like behind a rock or behind the house at the T-intersection it was much easier to get a full rest in.
- To use the disposable items--potions, bombs, wands, etc.--we constantly gave you as loot.
Last but far from least, Wizardry 8 was one of the last North American RPGs to be unapologetically hard--we wanted surviving each level to feel like an achievement. In fact one of our concerns about Wizardry 8 was that it might be too *easy, *as crazy as that sounds today. We made Wiz 8 much easier than any of the earlier installments in the series (if you don't believe me then try, say, Wizardry 4) and we were worried the long-time fans might object.
Anyway, I've always regretted that people had so much trouble with the Arnika road. If I were doing it today I'd do things differently--I might make it a bit easier and I would definitely put in a tutorial system that gave you guidance on how to survive.
It's great to see people still playing the game, by the way. It's making feel all nostalgic
Labels: Game Design, Roleplaying Games, Wizardry
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I do have to comment here - between Brenda Brathwaite and Charles Miles commenting and contributing the discussion on a seven-year old game (which is like... ancient... in game years), it really stands out to me how dedicated and passionate this team was about their game.
This was one of the first RPG I played (after the might and magic series) and enjoyed it immensely. I am some what sorry the game is not data driven (ala allows for additions) and conversely the developers did not do a sequel.
The first time I played I did not find the road too difficult but certainly not easy and very rewarding once passage was made.
Very enjoyable game. Sorry things turned out they way they did...
The first time I played I did not find the road too difficult but certainly not easy and very rewarding once passage was made.
Very enjoyable game. Sorry things turned out they way they did...
I like the way he sticks to his guns. He "might make it easier", but he would definately explain to players more clearly how to experiment with different tactics of making it through alive. I have at times waited for a group of tough monsters to pass before venturing forth, but I am usually sick with experience avarice and can't pass up the chance. :)
I think games that teach you that it's possible, or even desirable, to defeat every living thing in the world, are ridiculous. Too many games nowadays let the player get to the point where they're invincible gods of the universe. Or even start them out that way. And then they get upset in a game where their level 3 newbie gets waxed by a pack of bears.
I mean... bears are just animals, right? Sigh.
I mean... bears are just animals, right? Sigh.
Hello,
Just wanted to stop by and say that because of your blog on Wizardry 8 I've decided to play the game for the first time and I'm loving it thus far!
I haven't reached the "Road" yet ;)
Wish me luck!
Kind Regards to All,
Stu
Just wanted to stop by and say that because of your blog on Wizardry 8 I've decided to play the game for the first time and I'm loving it thus far!
I haven't reached the "Road" yet ;)
Wish me luck!
Kind Regards to All,
Stu
Really nice to hear from the developer on this one! Arnika Road was the reason I didn't play W8 at all for over 5 years after I initially bought in 2001, but I think it's important to mention that the Arnika/Trynton Roads aren't NECESSARILY the most difficult parts of the game. In fact, when I finally put enough work into creating really good starting characters (a process which most notably involved consulting Nero Mansers excellent character planning guide), I found Arnika Road's difficulty level to be just about right...
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