Quote:Original post by Xelen I know the you're trying to get away from the elements. Though I suppose if you're not really able to break away from them you could go the Wheel of Time path and weave them together in 'patterns' to change the effect and/or intensity etc. Wheel of Time used the four elements and then spirit. I suppose you could add some other things in there.
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Best. Series. Ever. Just sayin'.
My take on the whole elements system is - it's cool, but it's frequently too limited. For example, in Final Fantasy all the elements do is kill or buff. However, in Golden Sun for example, you not only use the elements, but you also have to light the elemental lighthouses, the elements fuel the world, there are whole cultures built around the elements. So, in my opinion, if your game is gonna have elements in it, it should use them for more than spells.
One system of elements I really liked was in the Sovereign Stone trilogy of novels, which was apparently just ripped straight off of Japanese (I think) mythology. It had Fire, Water, Wind, Earth, and Void. All Void could do was destroy, which was really cool. Also, in another series by the same authors (the Death Gate Cycle), the heros went through worlds based around those five elements (although in ways that you probably wouldn't expect - I know I didn't).
Basically, make your elements part of the folklore of the game, really steep the player in the history (without making it boring), and you'll be fine with an elemental system. Golden Sun and those books I mentioned do a great job of that.
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