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Poll

Underavailable Cool Magic Types

Player Designable Spells
- 8 (8.6%)
Divination With Depths
- 3 (3.2%)
Mind Magic
- 6 (6.5%)
Construction Magic
- 6 (6.5%)
Enchanting With Variety
- 7 (7.5%)
Weather Magic
- 8 (8.6%)
Terraforming
- 7 (7.5%)
Attribute/Essence Transference
- 6 (6.5%)
Travel/Movement
- 3 (3.2%)
Creature Creation/Hybridization
- 9 (9.7%)
Unique Magical Resources/Materials
- 4 (4.3%)
Summoning
- 6 (6.5%)
Chronomancy
- 7 (7.5%)
Metamagic
- 1 (1.1%)
Countermagic/Magical Interactions
- 7 (7.5%)
Interactable Deities
- 5 (5.4%)

Total Members Voted: 19


Pages: 1 2 3 [4]

Author Topic: Coolest Rare Kind Of Magic You Wish To Use In Strategy Game, RPG, or Simulation?  (Read 4936 times)

Astral

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Divination seems like one of those powers that runs a fine line between being overpowered and useless when implemented in a video game unless you can include things like procedural generation to keep it fresh and prevent guides or second play throughs from being more useful (but even then, it becomes sort of samey when you just swap prophecy wording out with ad lib names that have little to no meaning or impact to a player).

It works in tabletops as you have the DM acting as the final say for any events that end up acting out, and who can justify any change in them occurring (Divination is imperfect, rolled low, outside forces impacted the answer, antimagic/plot armor prevents divining the target, your actions have changed destiny, because DM says so, etc.). This is difficult to emulate in a video game in an engaging way.

Magical interactions in general don't seem to ever go too in depth beyond elemental rock paper scissors. One of my favorite old CRPGs is Arcanum, where magic and technology were on opposite ends of the spectrum: technology works on physical laws, while magic bends those laws to work, making them inherently incompatible with one another. For example, mages couldn't use the train without being in the back, as far away from the locomotive as possible, as their reality warping nature worked against the machinery that made the train work in the first place.
« Last Edit: May 24, 2022, 02:31:06 pm by Astral »
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axiomsofdominion

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Divination seems like one of those powers that runs a fine line between being overpowered and useless when implemented in a video game unless you can include things like procedural generation to keep it fresh and prevent guides or second play throughs from being more useful (but even then, it becomes sort of samey when you just swap prophecy wording out with ad lib names that have little to no meaning or impact to a player).

It works in tabletops as you have the DM acting as the final say for any events that end up acting out, and who can justify any change in them occurring (Divination is imperfect, rolled low, outside forces impacted the answer, antimagic/plot armor prevents divining the target, your actions have changed destiny, because DM says so, etc.). This is difficult to emulate in a video game in an engaging way.

Magical interactions in general don't seem to ever go too in depth beyond elemental rock paper scissors. One of my favorite old CRPGs is Arcanum, where magic and technology were on opposite ends of the spectrum: technology works on physical laws, while magic bends those laws to work, making them inherently incompatible with one another. For example, mages couldn't use the train without being in the back, as far away from the locomotive as possible, as their reality warping nature worked against the machinery that made the train work in the first place.

In a procedural strategy game that stores data on the future plans of entities prophecies would be emergent more or less. Sure you don't have dialogue or w/e. And you'd have divination that wasn't a full on prophecy. And while you could restart a map or something you'd get some level of divergence in the data a few turns in so you couldn't just rely on divinations from before a relaod.
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