Yeah, also I thought Shadowrun did it well. If you count force powers as 'magic' then any Star Wars game.x434343 said:Oblivion/Morrowind.
These are great ideas on the presentation side, but things can be done on the mechanic side as well. Fire could cause your character to flail around until he puts it out, poison could limit your vision (which is as much presentation as mechanic in how it affects your control), ice could slow your movement or freeze you in place (while perhaps increasing your damage resistance). Yes, they still all include damage over time, but they also include secondary effects that increase the amount of variation between abilities.Cheeze_Pavilion said:Kinda like if the Orcs from WarCraft fought the Terrans from StarCraft, they'd realize after a while that it's the same deal involving mana and cool-down periods!ReverseEngineered said:Your observation of magic vs. science is apt. According to Arthur C. Clarke's third law, "Any sufficiently advanced technology is indistinguishable from magic." 2000 years ago, somebody who could predict the weather was considered a magician. Nowadays, they are meteorologists and they study the science of how weather works. When the British first came to North America, the natives thought they had magical sticks that shot fire and lightening. To the British, they were just muskets. What is the difference between science and magic? Perhaps nothing.
It is the issue in games: these are rules, and how do you make one action different from another when they both have the same effect in the rules? What's the difference between poison damage over time, fire damage over time, magical curse damage over time, and radiation damage over time, other than graphics?
The key is in the presentation, I think, not the mechanics: fire damage makes your controller rumble, while poison damage could darken your screen, etc. In other words, the line between graphics and gameplay isn't as sharp as it's made out to be.
Good luck making enough gold to make magic weilding fesiable.x434343 said:Oblivion/Morrowind.
Have you ever tried programming?JMeganSnow said:Mystical, computer code, mutually exclusive.ReverseEngineered said:In my mind, magic should be magical. It should be something that few people use, that takes immense study and concentration to harness, and that has distinct benefits to the wielder. Unlike most RPGs, it should involve some measure of the unknown; magic should not be laid out as a science, but discovered as a mystical presence.
I don't agree with you that the addition of anything unreliable or random is not fun. People play gambling games all the time and enjoy them, despite their entire (if not always obvious) inability to affect the outcome. Some of the most enjoyable (and hilarious) abilities in games are the ones where you're never quite sure what will happen. There's a difference when that random factor is a glitch or otherwise inconsistent with the world (e.g. headshots miss sometimes even when you are dead on accurate), but if magic were modeled with random variation (not entirely random, just somewhat), it would add an extra level of risk vs. reward. I'm not saying you (or any particular person) would enjoy it, but many people like taking risks.Or, to be less succinct: you're asking for the impossible, here. Nothing spells "not fun" like abilities you don't control or that don't work reliably, and adding in "reagents" or whatever just turns the game into a combination scavenger hunt/rummage sale.
As above, I don't buy your assertion that you can't have mysticism with an underlying rule system. You just have to hide the rules enough that they aren't obvious. Then it feels almost random, even if it's not.If there's going to be magic that is accessible to the protagonist, there's going to be a magic system and the mysticism will be thrown out the window. Do it any other way, and it's just a Deus Ex Machina and a tired old plot device.
I whole-heartedly agree. Hack-and-slash games are a dime a dozen. We should be able to do more in games than just kill stuff.I think it'd be nice if the system incorporated more elements than killing things and taking their stuff. A more realistic world and more utility spells and abilities would be quite neat to me.
Like David Copperfield making an elephant disappear, all it takes is a little misdirection.But asking for mysticism in a realm that is inherently built on hard and fast rules is just silly.
On second thought, I didn't make the point I was intending to make (though the point of the previous post still stands).Cheeze_Pavilion said:It is the issue in games: these are rules, and how do you make one action different from another when they both have the same effect in the rules? What's the difference between poison damage over time, fire damage over time, magical curse damage over time, and radiation damage over time, other than graphics?
Yes, yes I have.ReverseEngineered said:Have you ever tried programming?Programming can be mystical even to those with computer science degrees (like myself). The difference between mystical and mechanical are our levels of understanding. To an experienced programmer, computers rigidly follow carefully planned systems of rules. To a layperson, computers are magic -- that often blows up in your face.
The type of randomness involved in making magic in a game feel more "mystical" is not die-roll randomness, which involves the hard and fast rules of probability. It means, ultimately, descending to the level of "GM fiat" at unpredictable times when the magic would just stop working or not work properly. It's *barely* possible to mimic this in tabletop games where there's an actual human on hand to manage the non-system. It won't work at all in a computer game.I don't agree with you that the addition of anything unreliable or random is not fun.
JMeganSnow said:A magic system that you can, literally, *never figure out* would make a game a painful exercise in confusion.
That's lovely, but from what I've seen introducing something to make the player "worry" does not add to the fun of the game--they're already worried enough about staying alive. Either they'll give up on using the spell (if the variation is too wide) or they'll treat it as though it's always going to be the least-effective value (if the variation is small). You might get the occasional obsessive player who buys the strategy guide and obsesses over maximizing their spells, but the sane people will consider it an enormous pain in the ass.ZacQuickSilver said:JMeganSnow said:A magic system that you can, literally, *never figure out* would make a game a painful exercise in confusion.
I might have to disagree.
I've been trying to put together a magic system for games (not one game, but whatever game could take it) which was built on a set of runes. Each rune would have a certain energy attached to it, and learning a rune would give you both what it looked like, and what energy was attached to it (One rune would be fire, another enhancement, etc).
Using runes one at a time, or even in pairs would be straight forward. However, each rune would effect each other rune in different ways: Air Fire might create smoke while Fire Air causes heat damage in an area. Thus, chaining many runes together would have powerful effects, but not necessarily what you wanted.
Worse, environments would have a small effect on runes: deserts make Fire, Sun, and other such runes more powerful, while a cave would make Earth, Dark, and similar runes more powerful. This wouldn't be enough to effect most simple spells (few runes), but as your spells got more complex, the risk of being surprised in a new environment would grow.
As such, figuring out most basic spells would be easy: Fireball is Fire Blast, and the more Fires you start with, the more it hurts, and the more Blasts you finish with, the bigger it is. However, when I chain my Summon Fire Sun Life Light Fire Air: Summon Sunhawk, I might have to worry when I enter a cave, and the Fire, Sun and Light runes aren't doing what I want them to do, and the Air rune is doing more than I want it to.
However, if you want a game that does it well already, I'm not sure there is a good one. The only one I can name is GURPS, and that's a tabletop game, and it still falls victim to making it fit in with everything else.
Of course, magic could be a completely optional subset of the game available to those that want to learn how to use it. The more simple minded players could preoccupy themselves by smashing or stabbing things with a large stabbing or smashing implement.JMeganSnow said:That's lovely, but from what I've seen introducing something to make the player "worry" does not add to the fun of the game--they're already worried enough about staying alive. Either they'll give up on using the spell (if the variation is too wide) or they'll treat it as though it's always going to be the least-effective value (if the variation is small). You might get the occasional obsessive player who buys the strategy guide and obsesses over maximizing their spells, but the sane people will consider it an enormous pain in the ass.ZacQuickSilver said:JMeganSnow said:A magic system that you can, literally, *never figure out* would make a game a painful exercise in confusion.
I might have to disagree.
I've been trying to put together a magic system for games (not one game, but whatever game could take it) which was built on a set of runes. Each rune would have a certain energy attached to it, and learning a rune would give you both what it looked like, and what energy was attached to it (One rune would be fire, another enhancement, etc).
Using runes one at a time, or even in pairs would be straight forward. However, each rune would effect each other rune in different ways: Air Fire might create smoke while Fire Air causes heat damage in an area. Thus, chaining many runes together would have powerful effects, but not necessarily what you wanted.
Worse, environments would have a small effect on runes: deserts make Fire, Sun, and other such runes more powerful, while a cave would make Earth, Dark, and similar runes more powerful. This wouldn't be enough to effect most simple spells (few runes), but as your spells got more complex, the risk of being surprised in a new environment would grow.
As such, figuring out most basic spells would be easy: Fireball is Fire Blast, and the more Fires you start with, the more it hurts, and the more Blasts you finish with, the bigger it is. However, when I chain my Summon Fire Sun Life Light Fire Air: Summon Sunhawk, I might have to worry when I enter a cave, and the Fire, Sun and Light runes aren't doing what I want them to do, and the Air rune is doing more than I want it to.
However, if you want a game that does it well already, I'm not sure there is a good one. The only one I can name is GURPS, and that's a tabletop game, and it still falls victim to making it fit in with everything else.