Socratatus: I remember when some games further turtured the Player by having magic dungeons that randomised the layout every now and then so you couldn`t map. That was frustrating, dunno what people would`ve made of that today. Probabaly would`ve given up.
I truly shudder to think what today's gamers would have made of
Wizardry IV: The Return of Werdna, nigh-universally acknowledged as the most challenging CRPG ever made. Unless you were already familiar with the
Wizardry magic system you probably weren't even going to get out of the
first room of the game! Luckily Sir-Tech at least addressed the issue by including (in a sealed envelope with every box) a walkthrough for getting past this first puzzle. But beyond that, there was Trebor's Ghost, teleports, traps, no-magic zones, and that wonderful "minefield" level you could only map through trial and error... Not to sound like a crotchety old-timer, but today's gamers don't know how good they've got it!
Back in the day, when computers could do less than they can now, the player was expected to do
more to keep up with everything going on in a complex RPG like an
Ultima or a
Wizardry; the early
Might & Magic games are also fine examples. At least today you can run these games windowed while perusing GameFAQs if need be, or just take notes yourself using Notepad or another tool. (I've found that a spreadsheet such as OpenOffice.org Calc actually makes for a very effective dungeon-mapping utility if graph paper's scarce.) Today's gamers have been spoiled, I think, by having in-game maps, quest logs, pop-up tutorial boxes, and waypoints that all but lead you by the hand through whatever you're doing at any given moment. To play an old-school
Ultima is to rediscover the roots of RPGs, in a sense.