Software:Wizardry IV: The Return of Werdna
| Wizardry IV: The Return of Werdna | |
|---|---|
| Developer(s) | Sir-Tech[lower-alpha 1] |
| Publisher(s) | Sir-Tech[lower-alpha 2] |
| Designer(s) | Andrew C. Greenberg Robert Woodhead Roe R. Adams III |
| Series | Wizardry |
| Platform(s) | Apple II, IBM PC, PC-88, PC-98, Sharp X1, FM-7, PC Engine CD, PlayStation |
| Release | |
| Genre(s) | Role-playing |
| Mode(s) | Single-player |
Wizardry IV: The Return of Werdna (originally known as Wizardry: The Return of Werdna - The Fourth Scenario) is a role-playing video game developed and published by Sir-Tech. The fourth installment in the Wizardry series, it was released on personal computers in 1987 and later ported to home consoles, such as the PC Engine CD and the PlayStation, through the Wizardry: New Age of Llylgamyn compilation.
The Return of Werdna is drastically different from the trilogy that precedes it. Rather than continuing the adventures of the player's party from the previous three games, The Return of Werdna's protagonist is Werdna, the evil wizard that was defeated at the end of Software:Wizardry: Proving Grounds of the Mad Overlord and imprisoned at the bottom of his dungeon forever.
Gameplay
The game begins at the bottom of a 10-level dungeon. Most of Werdna's powers are depleted and must be gradually recovered throughout the game. The initial goal is to climb to the top of the dungeon, reclaiming Werdna's full power along the way. Each level has one or more pentagrams at specific points. The pentagrams have three purposes: The first time a pentagram is discovered in a level, Werdna's strength increases, and a portion of his powers are restored. This only happens once per level; finding multiple pentagrams on a single level will not increase his powers multiple times. The second purpose is that monsters may be summoned from the pentagrams. The higher the level, the stronger the monsters available. There is no cost to summoning monsters, but only three parties of monsters may be summoned at a time, and any existing monsters will be replaced by the summoned ones. The third purpose is that pentagrams refresh Werdna's health and spellcasting capacity.
Instead of fighting monsters, the player fights against the heroes from the past three Wizardry games. Players of the first three games who sent their character disks to Sir-Tech might have their characters present in Wizardry IV.
Release
The release of Wizardry IV was delayed for years, and did not get released until late 1987. Sir-Tech was confident that it would release the game in time for Christmas 1984 that the company told inCider to announce it as already available in the November 1984 issue.[2] The company listed the game with a price in a 1985 catalog, but Computer Gaming World advised "I wouldn't send any money off for it yet; this has been one of the most-delayed games in adventure history (surpassing even the year-long wait for Ultima IV), and the date of its release is still up in the air".[3] In 1986 Robert Woodhead attributed the delay in "certain 'un-named' products" at Sir-Tech to the time required to port them to UCSD p-System.[4]
Copy protection
The Return of Werdna had an unusual form of copy protection. No attempt was made to prevent copying of the game disks. Instead, the package included a book containing a long list of 16-digit "MordorCharge card" numbers, designed to resemble credit card numbers. This book was printed on dark red paper to make photocopying difficult. After completing the first level in the game, the player is given a randomly chosen 12-digit number, and asked for the last four digits. The player must look up the corresponding number in the book and type it in to proceed.
This tactic effectively gave those who made copies of the game a free demo of the first level before demanding that the player show proof of purchase. However, the algorithm for computing the MordorCharge numbers was not very complicated. Those having knowledge of the method could calculate the correct response using a small lookup table and some relatively simple arithmetic.
Although such means of discouraging copying would be considered little more than a nuisance today, it was fairly effective at a time when few people had access to online services. A similar copy protection, with a more sophisticated code system, was used in the next Wizardry game, Software:Wizardry V: Heart of the Maelstrom.
Reception
Scorpia of Computer Gaming World, who beta tested Wizardry IV, favorably reviewed it in 1987, stating that the game had been worth the long wait before release. She acknowledged that the game was very difficult (and requiring knowledge of Wizardry I), and that during testing "some of the best game players in the country tripped up somewhere (myself included)", but stated that it was "eminently fair and is, perhaps, one of the most finely-balanced games I've ever played. Every puzzle, every encounter, every clue ... has been worked out with careful exactitude". Scorpia criticized the resurrection of defeated enemies after saving and "the same dreary old Wizardry graphics", but concluded "Bottom line: Unique, and not to be missed!"[5]
The game was previewed in 1988 in Dragon #130 by Hartley, Patricia, and Kirk Lesser in "The Role of Computers" column.[6] The Lessers reviewed the IBM PC version of the game in 1989 in Dragon #142, and gave the game 3½ out of 5 stars.[7]
Robbie Robberson previewed and profiled Return of Werdna in Space Gamer/Fantasy Gamer No. 82.[8] Robberson commented that "should be this year's best game in fantasy simulation."[8]
Wizardry IV sold very poorly. Despite the lengthy delay Sir-Tech had not advanced the technology from the first game; The Bard's Tale's graphics were superior, for example, despite being released two years earlier. Further, as Robert Sirotek of Sir-Tech later said, "It was insanely difficult to win that game":[2]
I had such issues with that. I felt that it went way beyond what was necessary in terms of complexity, but the people that developed it felt strongly to leave a mark in the industry that they had the hardest game to play — period, bar none. That's fine if you're not worried about catering to a customer and making sales.Return of Werdna was the worst-selling product we ever launched. People would buy it, and it was unplayable. So they'd put it down, and word spread around. There were other hard-core players in the market that loved it. They said, "Ah, why doesn't everybody do this?" Well, we don't because you guys are a minority. If you're a glutton for punishment, you're going to have to get your pleasure somewhere else because nobody can survive catering to such a small number of people.
So, it was controversial in that way. In the end, I think I was proven correct that making crazy impossible products in terms of difficulty was not the way forward.
In 1993 Sir-Tech advertised compilations of Wizardry I-III and V-VII. IV was not mentioned, but V was advertised as "breaking away from the Wizardry system of the past".[9]
Notes
References
- ↑ Warner, Jack (December 22, 1987). "Entertainment that suits all types is available this holiday season". The Atlanta Journal-Constitution: pp. December 22, 1987. https://www.newspapers.com/image/400476214. "The major news in role-playing this fall is the advent of the most long-awaited games -- Wizardry IV, the Return of Werdna from Sir-Tech for Apple II."
- ↑ 2.0 2.1 Maher, Jimmy (2014-06-25). "Of Wizards and Bards". The Digital Antiquarian. http://www.filfre.net/2014/06/of-wizards-and-bards/. Retrieved 11 July 2014.
- ↑ Scorpia (January–February 1986). "The Year in Review". Computer Gaming World (25): 16. http://www.cgwmuseum.org/galleries/index.php?year=1986&pub=2&id=25. Retrieved 1 November 2013.
- ↑ "News and Views from the Gamers' Forum On-line Conference". Computer Gaming World (34): 46. Jan–Feb 1987. http://www.cgwmuseum.org/galleries/index.php?year=1987&pub=2&id=34. Retrieved 1 November 2013.
- ↑ Scorpia (November 1987). "Wizardry IV - The Return of Werdna". Computer Gaming World (41): 10–11, 62–63. http://www.cgwmuseum.org/galleries/index.php?year=1987&pub=2&id=41. Retrieved 2 November 2013.
- ↑ Lesser, Hartley; Lesser, Patricia; Lesser, Kirk (February 1988). "The Role of Computers". Dragon (130): 86–91. https://archive.org/details/DragonMagazine260_201801/DragonMagazine130/page/n89/mode/1up.
- ↑ Lesser, Hartley; Lesser, Patricia; Lesser, Kirk (February 1989). "The Role of Computers". Dragon (142): 42–51. https://archive.org/details/DragonMagazine260_201801/DragonMagazine142/page/n43/mode/1up.
- ↑ 8.0 8.1 Robberson, Robbie (July–August 1988). "Return of Werdna". Space Gamer/Fantasy Gamer (Diverse Talents, Incorporated) (82): 33.
- ↑ "Buy the Best of '93". Computer Gaming World (112): 9. November 1993. http://www.cgwmuseum.org/galleries/index.php?year=1993&pub=2&id=112. Retrieved 28 March 2016.
External links
- MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.
Features
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.
History

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
See also
- IGDB – game database used by Twitch for its search and discovery functions
References
- ↑ 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/.
- ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
- ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
- ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
- ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
- ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
- ↑ 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521.
- ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
- ↑ Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned.
- ↑ Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner.
- ↑ "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames.
- ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
- ↑ "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/.
- ↑ "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/.
- ↑ Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/.
- ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
- ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
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- Wizardry IV: The Return of Werdna can be played for free in the browser at the Internet Archive
