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Dynamic "world affecting" spells

Started by October 25, 2000 06:38 PM
23 comments, last by Luxury 24 years, 4 months ago
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.


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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.
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Ahh ok I see.

Although, from my personal experience, even on high levels you will find people who just want to be assholes (unless you make your game take an extremely long time to reach this type of power, such as the typical year or so it takes to get a character above level 50 in Everquest).

If you are strictly thinking of first person games, I think the idea is very feasable (aside from the difficulty associated with saving the game world every time a change is made, provided that you wish to allow them to save it of course).

I don''t think it is feasable to actually save an altered game world in an online game anyway, as the graphics would have to be stored/rendered client side (so you would need to update the maps somehow, and the only thing that would probably be suitible for this would be (at least) a T1 line, which would severely limit your market.)

All told though, I would truely love to see something of this sort being done on a large scale.

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haha...on a much smaller scale...maybe just a 2 player wizards duel deathmatch...i think that it would be so much fun. he summons up a huge "lava river" spell, wheras i counteract with the devastating "glacier" spell, trapping him and his lava in a small little area where the lava is slowly rising and he has nowhere to go.

-Luxury
Quite a while ago now, I accidentally stumbled upon a game called Atriarch (www.atriarch.com). They seem to be developing a truly massive, totally dynamic world. How much of their hype is believable is dubious, but, it does show that the time of truly dynamic environments is nigh.
Virtual Worldlets.net, the re-designed, re-built, and re-launched,
rapidly expanding home of online, persistent worlds

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