Wizardry: The Return of Werdna - The Fourth Scenario (ReturnOfWerdna-Hint.pdf.7z)

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Mr Creosote:

Talking only about level design, how about:
* Walking over a tightrope bridge over a sea of lava. Too much fighting destroys the ropes and has the party crashing down and burn to death.
* Treasure rooms where you can only choose one item, because picking one up will make the rest inaccessible.
* When you have drawn your map (also possible through automap), you will notice a quite apparent gap in the level. Consequently, you know there must be a secret door somewhere leading to a secret room. You know where to look thanks to your map.
* An abandoned sub-terranean city. Each room represents a typical function, such as a meeting hall, a store, living quarters etc. There are signs of something bad having happened here in the past. Figure it out!

All this clearly gives much more roleplaying flavour and challenge than spinners. Honestly, I think spinners were just invented because they were easy to implement, memory efficient (very important on limited systems) and prolonged gameplay. Like mazes in adventure games.

Though they're stupid, because they have no real-world equivalence. If your party were really inside this dungeon and the floor suddenly twisted them around… they would still know where they were heading, right? Before you lose track completely, you would have to be spun around so profundly that you wouldn't be able to walk anymore after. Any in any case, no two dungeon walls are so alike that you couldn't distinguish the part where you came from from another direction. Even if, I'd just use my sword to put a scratch mark on the wall to identify it again. Though none of this is possible in computer roleplaying games only due to technical limitations. I.e. spinners aren't even a good world simulation.

LostInSpace:
Oh yes, those spinners are terrible! Truely uninspired game design. But on the other hand: what to do with a bunch of white lines on a black background.
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