Die nachfolgende Übersicht stammt direkt von der Offiziellen Website. Ich bemühe mich darum, diese a.s.a.p. ins deutsche zu übersetzen.
- Release Date and System Requirements
- Story
- Characters
- Creatures and NPCs
- Graphics
- Combat
- Magic
- Questions From Long-Time Fans
- General
Q: When will Wizardry 8 be released?
A: There is no official release date for Wizardry 8. Since there has been no official announcements regarding who will be the publisher, we (Sir-tech Canada, the developer) are not in a position to talk about release dates, potential publishers or even general timelines as to when the product will be available. Ultimately, the release plan for the project will be largely determined by the publisher.
Rest assured however that work on the project continues well underway. These days are ones of excellent progress, where a lot of the "visible" game play is really coming together. With every day that goes by, Wizardry becomes even more solid, even more refined... it's important to us that you get the product you've been waiting for and not something hastily rushed out the door.
We just want to reiterate that it's not our desire to frustrate our fans with our "cone of silence", but we don't want to create additional expectations that don't get met either. We understand that this lack of information is frustrating and you have our apologies for being unable to provide you with the information that you desire. We are confident this will be the best Wizardry ever and really look forward to being able to officially announce a release date for Wizardry 8!
Q: Who will be publishing the game?
A: Sir-tech Canada is in negotiations with several interested parties. When a deal becomes official, we'll announce it here.
Q: I've heard a rumor that . . .
A: And it's just that, a rumor.
Q: What are the system requirements for Wizardry 8?
A: Our tentative system requirements are: Windows 95, 98, or 2000; a Pentium II 233 or better; 64 MB of RAM; 4x CD drive; and a soundcard. A 3D accelerator with 8 MB of texture memory or more is required (though there may be a software-only version). System requirements are subject to change.
Q: What is the story about?
A: Wizardry 8 is an epic fantasy RPG that picks up where Wizardry 7: Crusaders of the Dark Savant left off. You may recall that all hell had broken loose at the end of Wizardry 7. The Dark Savant had taken flight with a device called the Astral Dominae, an incredibly powerful artifact containing the secret of life itself. Following him are two powerful races, the T'Rang and the Umpani, as well as your own brave party of adventurers. Everyone is headed to Dominus, a world on the cusp of the Cosmic Circle, birthplace of the Astral Dominae and home of the Cosmic Lords. Many paths will converge on Dominus, and many long-hidden secrets will be revealed.
Q: Do I have to play Wizardry 7 before I play Wizardry 8?
A: No, not at all. In fact, there's a special beginning just for those who haven't played the previous game. Our goal is to create a game that you'll love even if you've never played Wizardry or a role-playing game before.
Q: Is the gameplay in Wizardry 8 linear?
A: No, quite the opposite. If you're smart enough and tough enough, you can go wherever you want. You can team up with some of the factions you'll meet - and then double-cross them, if it suits your fancy.
Q: How big is the world in Wizardry 8?
A: Big. There are over a dozen major areas (most with several sublevels), and a large wilderness.
Q: Can you travel in ships?
A: If you can afford it-or steal a boat . . . .
Q: Is Wizardry 8 a single-character game or a party-based game?
A: You will control a party of six characters in Wizardry 8. Up to two NPCs may join you at any given time, leading to a maximum party size of eight characters.
Q: Can I create characters from fantasy races, such as elves, dwarves, etc.?
A: Definitely. In fact, there are eleven different races to choose from for each of your characters: humans, elves, dwarves, gnomes, hobbits, faeries, lizardmen, dracons, rawulfs, felpurrs, and mooks. See the Races Section for more information.
Q: What character classes are there?
A: There are fifteen classes in the game: Fighters, Mages, Priests, Rogues, Rangers, Alchemists, Bards, Psionics, Valkyries, Bishops, Lords, Samurai, Monks, Ninjas, and Gadgeteers. You'll find descriptions of each on the Classes Section.
Q: Do the characters improve over the course of the game?
A: They sure do. Skills automatically improve with use. When a character goes up a level, he gets the usual increases in Hit Points, Spell Points, etc., plus bonus points to spend on his attributes and skills. (Our new 100-point attribute scale gives long-time Wizardry fans even more control over a character's growth than they had before.)
Q: How will I know what my characters are thinking, whether they have been blinded by a spell, and so on?
A: They'll tell you. Your characters will talk back as you play. Each character has dozens of lines of recorded speech and a unique Personality. Whether it's the sarcastic asides of a sophisticated Lord or the ramblings of a gruff Lizardman with a box of rocks for a brain, the new personality types will bring a whole new dimension to the characters. Fans of Sir-tech Canada's Jagged Alliance games already know how much this adds to a game.
Q: How will character Personalities work?
A: You choose the personality when you create (or import) the character. There are numerous personality types with multiple voice selections to choose from, so you'll have no trouble creating your eccentric Mage, cunning Rogue or laidback Fighter in the voice you think suits your character.
Q: Does using a skill improve it? For example, does my Pickpocket skill improve as I steal from more people?
A: Yes it does, bless your larcenous little heart. All skills improve with use.
Q: What kinds of creatures will I meet in the game?
A: Saunter over to our Monsters Section to meet some of the inhabitants of Wizardry 8.
Q: How many types of monsters are there in the game?
A: There are over a hundred unique creature models in the game, ranging from the small but deadly acidvine to a huge, legendary sea beast. Add variations in the size and abilities of each monster type, and there are more than 300 kinds of creatures to fight.
Q: Will monsters be flat bitmaps, or polygonal?
A: All creatures are polygonal, and lit by the environment.
Q: Can non-player characters (NPCs) join your party? Do you have control over them?
A: Certain NPCs will join your party in Wizardry 8. You will have complete control over them while they're in the party. They'll fight for you, go up in levels, use equipment you give them, and so forth. Of course, NPCs have their own agendas, and may decide to leave.
Q: Can I actually talk to the NPCs I meet in the game, or are they just window dressing?
A: You can have a conversation with any friendly, intelligent creature you meet.
Q: So how do I talk to people? Does Wizardry 8 use a parser (i.e. type in phrases) or a keyword system?
A: Both. You can type in questions using the parser. You can also create your own custom keyword list, which allows you to ask questions with just a couple of mouse clicks.
Q: Can you have two NPCs from races that naturally hate each other in your party at the same time?
A: Not normally. But then, things are anything but normal on Dominus . . .
Q: What sort of graphics will Wizardry 8 have?
A: Wizardry 8 features a state-of-the art 3D engine. The game sports dynamic lighting, particle systems, full day-to-night cycles, polygonal creatures, etc. This high-resolution, high-color true-3D engine allows incredibly complex environments and astonishing lighting effects. More importantly, this engine allows our talented artists and level designers to create the most visually stunning role-playing game ever. Check out our Screenshots Section.
Q: Will Wizardry 8 support 3D accelerators?
A: Yes. We plan to support all major acceleration standards.
Q: Will Wizardry 8 take full advantage of my 3D graphics accelerator?
A: Yes. Wizardry 8 has been designed as a 3D-accelerated game from the ground up. We've taken special care to make the 3D effects part of the game, not just showy gimmicks. We want you to think, "Wow, those etched glass windows look fantastic," not, "Oh look, another translucency."
Q: Will Wizardry 8 support 3DNow! ?
A: Yes.
Q: Is there a full-screen mode?
A: Yes. It's 95%-of-the-screen mode, if you want to be picky. There will always be some icons up on the screen, so that you can use all the important game commands while playing.
Q: Can I play the game in resolutions higher than 640x480?
A: Sure, if your accelerator supports it.
Q: Can I enter and explore shops, houses, and so on, or are they just a menu screen?
A: All shops, buildings, and characters are presented in 3D, so you can poke around to your heart's content.
Q: Is there an option for step-by-step movement, as in Wizardry 7?
A: No. The smooth motion in Wizardry 8 is much more natural than the jerky, zigzagging steps of Wizardry 7. (Don't worry-there are no action-style running and jumping puzzles in Wizardry 8!)
Q: Is combat in Wizardry 8 real-time or turn-based?
A: It's next to impossible to accurately command six characters in real time. While you're helping your mage cast a complicated spell, your fighter may be bludgeoned to death by a pack of vicious varmints. To give you better control, Wizardry 8 uses a phased (not turn-based) combat system.
However, for those of you who prefer a faster approach, the Wizardry 8 designers have added "Continuous Combat." This system that approaches the speed and convenience of realtime combat without losing any of the accuracy of a true phased system.
Q: Phased, turn-based . . . what's the difference?
A: In a nutshell, turn-based systems are "your characters go, then my characters go." In a phased combat system, which characters move when depends on a character's initiative, speed, weapon, and other factors. First, you select all your party's options. Meanwhile, the monsters are deciding theirs. Then, the computer determines the outcome, reporting the action blow-by-blow. If you've played Wizardry 7, you're already familiar with phased combat.
Q: In Wizardry 7, monsters popped up out of nowhere. Is that how it works in Wizardry 8?
A: No. Creatures live and breathe in the 3D world now. You can see them and attack them from a distance. This has led to several exciting new changes in the combat system. For one thing, you can now sneak up on the monsters. For another, monsters can sneak up on you.
Q: So you can be attacked from behind?
A: Yes, and from the sides too. Since danger can come from anywhere, the old "fighters in front, magic users in the rear" system doesn't cut it any more. That's why Wizardry 8 includes a formation editor. The formation editor allows you to determine who goes in front, who guards the flanks and rear, and who gets the prime spot in the heavily-protected center.
Q: How will I know if monsters are sneaking up in back of me?
A: One of your characters will give a holler if they notice danger. Of course, they may not notice especially sneaky creatures. There's also a radar map that keeps constant track of creatures that you've spotted.
Q: Will the engine remember combat settings for the whole party so you can repeat an attack with one click?
A: Yes. This has been, over the years, one of the most requested additions to the combat design. You set the defaults, and click "go."
Q: How many spells are there?
A: There are over 90 spells in the game, with more than a dozen new ones just for Wizardry 8. Each spell can be cast at different power levels, ensuring that each spell never becomes obsolete.
Q: How will the spell casting and magic systems work?
A: Magic is broken down into six realms: Earth, Air, Fire, Water, Divine, and Mental. A magic user can have different amounts of spell points in each realm. You can also choose a power level when casting a spell. Chilling Touch at power level 1, for example, is just a mild pinprick. At power level 7, it packs a much more powerful punch.
Q: Can I see spells as they are cast?
A: Yes, all spells have gorgeous animations and cast light dynamically as they race towards their targets. There are single target spells, area of effect spells, exploding spells, cone spells, and more.
Q: Can I import characters from Wizardry 6, Wizardry 7, or Wizardry Gold?
A: You can import characters from Wizardry 7 or Wizardry Gold, even if you didn't finish the game. However, you cannot import characters directly from Wizardry 6 (Bane of the Cosmic Forge). We had previously stated that this was possible - our apologies for this.
Q: How will transferring a character from Wizardry 7 to Wizardry 8 work?
A: Your characters will come in with their skills, levels, and stats reduced to reasonable amounts. Imported parties will still be more powerful than new parties, though. Some of your items will transfer, but the exact list of those is confidential.
Q: Why not just let me bring in my level 50 characters? I'd kick ass!
A: Because the game wouldn't be much fun. Sure, slaughtering even the most powerful creature with a tiny flick of your pinky is entertaining for about ten minutes, but you'd quickly tire of a game with no challenge. And if your character's skills are maxed out, where's the fun in going up levels?
Q: Can we import multiple "super" weapons if we used an editor in Wizardry 7?
A: You sneaky little … no, you can't do that. And thanks for reminding us.
Q: Will all the skills acquired in Wizardry 7 transfer? Including Personal Skills?
A: Your skills will transfer, although not at their current rates. The Firearms Personal Skill is now a regular skill, and will transfer. Other Personal Skills have been made into Expert skills, which become available after you achieve a rank of 100 in certain attributes.
A few skills have been scrapped. The new automap has eliminated the need for the Mapping skill, for example.
Q: Will who we aligned with at the end of Wizardry 7 (like the Umpani ending) have an immediate impact on who we can deal with in Wizardry 8?
A: It will have an immediate impact on where you start the game, but you're free to do what you like. Your information could be very valuable to others, you know.
Q: How has character creation changed since Wizardry 7?
A: We've revamped the whole process from top to bottom. We wanted to make easier for new players, plus we wanted to give experienced role-players more options and control. Here are a few of the changes we're making:
- Renamed some of the more esoteric skills (no more paging through the manual to look up the difference between Legerdemain and Skullduggery!)
- Made character creation "open." This allows you to tinker with a character to your heart's content before saving him.
- Instant class selection - you want a Faerie Ninja? Select it. No more rolling and rolling and rolling (and rolling and rolling) for high bonus points. If your character doesn't have enough points to qualify, he or she will apprentice until they're qualified as "full ninjas."
- Added a point spending system that allows you to tailor your character with far more precision than the old dice rolling system.
Q: How have character classes changed from Wizardry 7?
A: There is one completely new character class, the Gadgeteer. As you can imagine, Gadgeteers come with new skills all their own. Gadgeteers have an incessant desire to tinker with things, to improve them by adding other things to them. Gadgeteers can combine one item with another to come up with something completely different.
The Bishop class has also been overhauled. The Bishop can now learn magic from all four spellbooks, rather than just mage and priest as it was before. Of course, if your Bishop tries to learn everything, he'll be a jack of all trades, and master of none.
We've improved the classes in many other ways. For instance:
- Each class has a special primary skill, a skill they're better at than any other class could ever be.
- Each class has one or more unique special abilities.
- Thieves are now called Rogues, and are better at combat than ever.
- Fighters are now truly a force in combat. None of the hybrid classes can match them for raw combat prowess.
- We're adding more unique class-specific magic items.
- Experience point tables have been rebalanced to better reflect the relative strengths of the classes.
- Class-changing has been tweaked for better play balance.
- Added a point spending system that allows you to tailor your character with far more precision than the old dice rolling system.
Q: Will there be space flight, or will we planet-bound?
A: Hey, when you start the game you've just finished a long, long space voyage in a cramped ship. Be glad to get out in the air. You will eventually leave the planet of Dominus if you do things right, though.
Q: Will we see any returning characters from the previous games?
A: The Dark Savant will be back, as will Vi Domina. You'll meet some other old friends from Lost Guardia as well. You'll also encounter some surprises from Bane of the Cosmic Forge.
Q: Is there going to be a larger variety of traps for treasure chests/doors?
A: Wizardry 8 will feature more locks and traps as well as an improved way to open treasure chests (some players told us the old interface was confusing).
Q: Is there an automap . . . and does it have zoom capabilities?
A: There is a highly detailed automap. You can zoom in and out on it, and take notes on it as well.
Q: Can I configure the keyboard and mouse commands?
A: We plan on including this feature.
Q: Is a playable demo planned?
A: We can't definitively answer that question until we announce a publisher. If there's a playable demo, it won't be available until close to release time. Due to the nature of the game, any playable demo will be large (100 MB or more.)
There is, however, a little demo movie that comes with the Wizardry Archives and Jagged Alliance 2. It was done in the fall of 1998, and so it doesn't show off all the cool stuff we've added since then.
Q: Will Wizardry 8 have a multiplayer feature?
A: We thought long and hard about it. In the end, we decided a multiplayer feature didn't fit into the vision we had for the game. That doesn't mean there won't be a multiplayer Wizardry someday, but it won't be Wizardry 8.
Q: I've never played an RPG before. Why should I start with Wizardry 8?
A: One reason is that it's been designed from the get-go with the new player in mind. We've gotten rid of the obscure slang and odd conventions that confuse new players, while retaining all the good stuff. You don't have to struggle with the game. All you have to do is have fun.
Q: I've played a million RPGs, and I hear that there's supposed to be about a million more new RPGs coming out soon. Why should I get Wizardry 8?
A: Lots of reasons. Here are a few:
- Wizardry 8 is an honest -to-goodness real RPG, not a feeble imitation of action or adventure games
- It has the cool stuff that other games leave out (multiple party members, fantasy races, more than 40 skills, and so on).
- It's bursting with innovative new features (graphics effects, personality, special abilities, combat formations, etc).
- It's incredibly addictive. There are people who have replayed Wizardry 7 over a dozen times.
- Where else can you kick butt as a faerie ninja?
Q: What has been done about long character names?
A: Some of you have been wondering about the flexibility of naming characters. Please note, that while nicknames are still short, full names can now be longer.
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Das letzte Update erfolgte am 27.02.2007
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