25th March 2010, 9:30 AM
(This post was last modified: 25th March 2010, 8:05 PM by Great Rumbler.)
Wizardry 7 [1992] vs. Elder Scrolls IV: Olivion [2006]: Battle of the First-Person RPGs
Setting graphics aside, since that's blatantly obvious, let's see how games have changed in the span of 14 years.
Wizardry 7:
-Turn-based, party-based gameplay
-Automap function exists as an easily missed item which requires a high level of mapping skill to use
-No autosave function
-Large world with no fast travel function
-Most chests are booby-trapped
-Heavy reliance on skills
-Frequent encounters with bands of party-slaughtering monsters only a few spaces from the starting location
-Frequently encounter items that you can't identify without a spell or a skill
-Some locations are very maze-like
-NPC interaction is limited
-It's up to the player to remember quests and destinations
Elder Scrolls IV:
-Realtime combat with only one character
-Automap function is available from the start
-Autosave function saves frequently
-Large world with fast-travel to locations you've been to before
-No trapped chests, only locked ones with minimal penalty for failure
-Skills are mostly combat-oriented
-Monsters scale with your level for the most part
-All items are automatically identified
-Virtually impossible to get lost, even in dungeons and even without looking at the automap
-NPCs are present in greater numbers and interaction is much deeper
-Game provides a journal to keep track of quests
In playing Wizardry 7, it's very clear that I've been quiet spoiled when it comes to RPGs.
Setting graphics aside, since that's blatantly obvious, let's see how games have changed in the span of 14 years.
Wizardry 7:
-Turn-based, party-based gameplay
-Automap function exists as an easily missed item which requires a high level of mapping skill to use
-No autosave function
-Large world with no fast travel function
-Most chests are booby-trapped
-Heavy reliance on skills
-Frequent encounters with bands of party-slaughtering monsters only a few spaces from the starting location
-Frequently encounter items that you can't identify without a spell or a skill
-Some locations are very maze-like
-NPC interaction is limited
-It's up to the player to remember quests and destinations
Elder Scrolls IV:
-Realtime combat with only one character
-Automap function is available from the start
-Autosave function saves frequently
-Large world with fast-travel to locations you've been to before
-No trapped chests, only locked ones with minimal penalty for failure
-Skills are mostly combat-oriented
-Monsters scale with your level for the most part
-All items are automatically identified
-Virtually impossible to get lost, even in dungeons and even without looking at the automap
-NPCs are present in greater numbers and interaction is much deeper
-Game provides a journal to keep track of quests
In playing Wizardry 7, it's very clear that I've been quiet spoiled when it comes to RPGs.
Sometimes you get the scorpion.