quote:
Original post by Fantasy Edge
I like this idea but for it to work, you have to make magic painfully difficult to gain in the first place. And if there is meant to be alot of it in the game, no big assed "bahamut zero" attacks.
big attacks look cool but they are certainly impractical. eg; FF7-knights of the round.
Why? And what do you mean by "the" game? Certainly this idea could be applied to many games. One could make a game with epic mage battles as the point of the game, with small and large spells. Obviously a game focused more towards the Deathmatch/Action crowd. The smaller the spell, the more accurate and safe. The larger the spell, the more inaccurate/uncontrollable and dangerous. I don''t suppose everyone here assumed that the wizard who summoned a hurricane would be automatically immune from its effects?
In a long, linear, story-central game like the FF series this type of scale of spells might be out of place. However, one could make each battle-scene a la FF have its own destructible terrain in each battle. This way you only have to keep track of map changes temporarily, and although nothing will be permanent outside of single battles, it would enrich each battle.
BTW, I hear that in RedFaction (forthcoming FPS) the environment will be dynamically destructible.
Nothing is difficult, only the mind makes it so.
Nothing is difficult, only the mind makes it so.