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Discworld (video game)

From Alfawiki
Discworld
Company typeVideo game
IndustryVideo games
Founded1995
FounderPerfect Entertainment
ProductsDiscworld (video game)
ParentPsygnosis (publisher)

Discworld is a point-and-click adventure title created by Perfect Entertainment and released by Psygnosis. Inspired by Terry Pratchett's Discworld series, the game places players in control of Rincewind the "wizzard," voiced by Eric Idle, as he endeavors to stop a dragon menacing the city of Ankh-Morpork. The plot loosely adapts elements from several novels, with a primary focus on Guards! Guards!.

Initially reluctant to authorize the adaptation due to the commercial disappointment of the 1986 The Colour of Magic game, Pratchett was convinced by designer Gregg Barnett. Barnett assured him that the game would faithfully capture the essence of the novels and present an original narrative spanning the series, aimed at the emerging CD-based computer market. The project featured a cast of British comedians providing character voices to boost its appeal.

Debuting in 1995 on MS-DOS, Macintosh, and PlayStation, with a subsequent Sega Saturn version released in 1996, Discworld achieved greater success in Europe compared to North America. Reviewers commended its humor, voice performances, and visual design, although some criticized its difficulty level and puzzle complexity. The game was followed by a sequel titled Discworld II: Missing Presumed...!? in 1996.

Gameplay

In Discworld, players experience a third-person point-and-click graphic adventure. Exploration involves investigating environments, interacting with characters and objects, and utilizing collected items to solve puzzles and advance the story. Dialogue with characters such as the Archchancellor, Dibbler, the Librarian, and Death is conducted through selectable options like Greet, Sarcastic, Question, or Vent Anger, occasionally unlocking new conversation topics as the plot progresses.

Inventory management divides items between Rincewind's pockets, which can hold up to four objects, and the Luggage. The narrative unfolds across four acts, requiring players to gather crucial items while navigating various locations throughout Ankh-Morpork and the wider Discworld. Access to these areas is controlled via an overworld map that expands as new destinations are uncovered.

The PlayStation edition supports both the standard controller and the PlayStation Mouse, whereas the Japanese release for Sega Saturn is compatible with the Shuttle Mouse peripheral.

Plot

A clandestine brotherhood summons a dragon from its own realm to unleash destruction upon Ankh-Morpork. News of the dragon's devastation reaches Unseen University, prompting the Archchancellor to call upon Rincewind for assistance. After constructing a dragon detector from parts found around the city, Rincewind locates the creature’s lair and confiscates its hoard of gold. The dragon then pleads for help to break free from the brotherhood’s control, revealing their intent for widespread chaos.

Rincewind embarks on identifying members of this secret society and retrieving golden artifacts they use to manipulate the dragon. He uncovers a stolen summoning tome, accesses L-Space to observe its theft firsthand, and infiltrates the brotherhood’s headquarters. The conspirators—Chucky the Fool, the Thief, the Mason, the Chimney Sweep, the Fishmonger, and the Dunny King—hold influential positions within Ankh-Morpork and seek to reshape it according to their own designs. After reclaiming their golden tokens, Rincewind returns them to the dragon; however, it refuses to retreat home and vows vengeance against both the brotherhood and Rincewind himself.

To thwart further destruction, Rincewind replaces the summoning book with one that produces love custard. Seeking recognition for his efforts in stopping the dragon, he debates with the Patrician regarding dragons’ existence but accidentally summons it back. The Patrician then commands Rincewind to deal with it.

Rincewind discovers that only a hero with an extraordinarily slim chance can defeat the dragon. He searches throughout Ankh-Morpork and beyond for vital components—a sword emitting a "ting" sound upon striking, a birthmark, and an enchanted spell. Returning to confront the dragon at the city square where Lady Ramkin is tied as a sacrifice, his initial attempts prove unsuccessful.

Utilizing Mambo the 16th, a swamp dragon fed hot coals and a firecracker, Rincewind tries again; however, Mambo becomes enamored with the dragon. Ultimately, Rincewind hurls a love custard tart at the beast, which falls for Mambo; both dragons take flight performing mating rituals. With peace restored, Rincewind celebrates his victory at a local pub.

Development

Terry Pratchett expressed satisfaction with the 1986 interactive fiction title The Colour of Magic but lamented its inadequate promotional efforts. He approached licensing for Discworld with caution, aiming to collaborate with a reputable company that would honor the integrity of his creation. Multiple firms showed interest, including AdventureSoft; their inability to obtain the license ultimately led them to develop Simon the Sorcerer, a game influenced by the Discworld universe.

Gregg Barnett, serving as creative director and designer, sought the license driven by a genuine passion for Discworld rather than financial incentives. To demonstrate his commitment, he proposed designing the game prior to formalizing any agreement. After six months and a presentation showcasing characters like Rincewind and the Luggage, Pratchett was persuaded. Meanwhile, Perfect 10 Productions independently crafted a clean code engine, while Pratchett contributed to refining the script’s dialogue. Character visuals were based on Barnett’s creative vision and executed by a former Disney artist, adopting a slapstick aesthetic. Backgrounds were meticulously hand-painted before being digitized.

Pratchett initially envisioned adapting The Colour of Magic first and then proceeding through the series in order. However, Barnett opposed this approach, advocating instead for an original narrative that drew from several novels, particularly The Colour of Magic and Guards! Guards!. He described this storyline as akin to a fully developed film script. With input from Pratchett, they introduced a new character—a practicing psychiatrist who also dabbled in retro-phrenology. Barnett intended for Discworld to become a flagship title on CD-based platforms, believing the license was ideally suited for this goal.

For voice casting, Barnett recruited British comedians. John Cleese declined the role of Rincewind, which was then offered to Eric Idle; Rincewind’s personality was adjusted to align with Idle’s comedic style. The voice cast also featured Tony Robinson, Kate Robbins (who voiced all female roles), Rob Brydon (who additionally voiced Death), and Jon Pertwee. Although Barnett initially hoped to cast Christopher Lee as Death, budget constraints prevented this; Rowan Atkinson was also considered. Idle recorded his lines during intensive sessions in Los Angeles.

Nick Martinelli, an experienced animation art director, led concept art and background design efforts with support from professional illustration and coloring teams. Barnett was actively involved in early graphic development before stepping back from that role.

Originally planned for publication by Sierra On-line using their engine, the project was canceled when Sierra redirected its resources elsewhere. An advertisement generated interest from Electronic Arts and Psygnosis; after persistent negotiations and despite Pratchett turning down their initial financial proposal, Psygnosis secured the publishing rights. Consequently, the engine was completely rewritten.

By September 1993, the game was officially announced with a target release for Christmas 1994; however, it ultimately launched in 1995 across PC, PlayStation, and Macintosh platforms. The Sega Saturn version debuted in Europe on 15 August 1996 and later in Japan on 13 December 1996. Available on both floppy disk and CD-ROM formats—the latter featuring full voice acting—the Japanese editions included voiceovers by comedian Junji Takada to enhance appeal in that market.

Although ports for Philips CD-i and 3DO Interactive Multiplayer were developed or announced, they never reached release. Discussions about an Atari Jaguar CD version took place but no development ensued due to market constraints. A Sega CD version was advertised but ultimately never published for reasons that remain unclear.

Reception

According to director Gregg Barnett, Discworld achieved significant success across Europe and the United Kingdom, though it experienced a more modest reception in the United States. The game generally garnered favorable critiques, with its humour and visual presentation receiving widespread acclaim, despite some reviewers expressing concerns over its challenging difficulty level. It secured a tie for third place in Computer Game Review's 1995 "Adventure Game of the Year," praised for its "excellent voice performances," "impressive animation," and comedic elements. In 1996, GamesMaster placed it 78th in their "Top 100 Games of All Time," while Saturn Power ranked it 91st among Sega Saturn titles in 1998.

Entertainment Weekly complimented Eric Idle's voice acting but found the PlayStation edition cumbersome to control without a mouse and criticized the small font size. Electronic Gaming Monthly similarly recommended using a mouse, while applauding the voice work, humour, and graphics. Contrarily, GamePro disagreed about the necessity of a mouse, praising the game's wit and vocal performances but described the gameplay as somewhat simplistic. IGN characterized the title as both demanding and lengthy but noted that loading times were prolonged. The French publication Joypad admired the game's aesthetic appeal and improved colour palette on PlayStation but took issue with its difficulty and large save files.

While Sega Saturn Magazine faulted the game for extended dialogue sequences, subpar graphics, and limited animation, it commended the diverse medieval settings and clever writing. The magazine’s Japanese edition concurred on the appeal of its distinctly British ironic humour. Mean Machines Sega criticized the Saturn version for losing authenticity and found many jokes fell flat; however, it appreciated the narrative.

Coming Soon Magazine valued the vibrant visuals and comedic tone but criticized how dialogue was managed. Adventure Classic Gaming hailed it as "one of the most humorous adventure games ever created," though it advised players to use walkthroughs due to its difficulty. Charles Ardai of Computer Gaming World lauded its faithful adaptation of source material and wit. PC Gamer praised the voice acting for enhancing comedic impact and endorsed the challenging gameplay, despite noting excessive early dialogue and some control shortcomings; it regarded Discworld as a formidable competitor to LucasArts’ dominance in point-and-click adventures. PC Games considered the graphics average but recognized it as a clever and entertaining tribute for fans of Terry Pratchett’s work. The Macintosh port received praise for its humour but was limited by hardware compatibility issues.

Adventure Gamers identified strengths in voice acting, visuals, humour, and storytelling but pointed out difficulty and cumbersome gameplay mechanics as weaknesses; its soundtrack was described as unremarkable. Eurogamer’s retrospective review admired the cartoon-style graphics and voice performances but criticized puzzle design for being obscure. In 1995, Dragon magazine applauded the animation quality, artistic style, and faithful adaptation yet noted problems with quality control. Next Generation recommended the game particularly to enthusiasts of Douglas Adams or Monty Python.

In 2010, Darren Franich from Entertainment Weekly labeled Discworld an "underrated point-and-click gem" worthy of revival on PlayStation Network. Later, in 2013, Retro Gamer cited it as an example of British developers creating games known for their unusually high difficulty levels.

Sources

External links

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