Hi everybody! I'm a longtime lurker but I've decided to come out of the shadows and get feedback on a game I'm making. The game is a single player RPG in the tradition of "roguelike" games like Nethack or ADOM. I have a huge pile of notes and even more ideas floating in my head. I'd eventually like to share all of them so my game can benefit from the experience of experts, and I plan to have a series of posts about each aspect of the game. I'm starting with the magic system. Why? Because I plan for magic to be the central theme of the game. So many RPGs treat magic like a sideshow, with some spells that a wizard can cast and a few magic items. Or magic is invisible, used as an easy way to explain things. I want the presence of magic to be obvious and affect everything. If the game were a shooter, magic would be the guns. I've designed the magic system with some principles in mind. The basics: - It should follow the old RPG formula of advancement - face challenge, become stronger, face tougher challenges. I know that a lot of players complain about the "grind," but in my experience this is what makes games fun and addictive. - It should be easy to learn but hard to master. Chess is the best example of this ideal. - There should be trade offs - the player should have to make decisions about which abilities/spells to use. I find that RPGs in which the player can do everything aren't much fun. For me, making decisions from a set of choices is a huge part of the appeal of RPGs and games in general. Other principles more specific to my game: - No decisions should be irreversible. There will be trade offs but I want the player to have the freedom to change to a different strategy. - There should be lots of variety. This might not appeal to everybody, but I think that having 200 niche spells is more fun than having 20 general purpose spells. - The system should encourage emergent gameplay. I want to give the players some relatively simple building blocks which they can use build new strategies and discover different ways to play. So here's the system I came up with: There will be 12 types of magic, each representing an aspect of the universe. They will be aligned in a circle, with opposing type across from each other and similar types next to each other:
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Each type of magic will have spells associated with it. Casting a spell of a certain type will draw the player's magic toward that type and away from pther types. To cast a spell, the player must meet the requirement of being close enough to that magic type. Here is the graphical representation of the spells an example player could cast:
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The blue area represents the the set of spells the player can cast, the dots represent certain spells. In this example, the player has cast many Death spells, drawing their magic towards Death. The player would be able to cast the zombie spell but unable to cast the heal spell. Should the player keep casting Death spells, they might move close enough to Death magic that they are able to cast the ghost spell. However, in doing so, the player would be moving farther away from casting the heal spell. The player's power level will also affect which spells they can cast. For example, the zombie spell requires +20 towards Death to cast. A weak player with +1 to magic would need to be +19 towards Death to cast it. A stronger player with +15 to magic would only need to be +5 towards Death to cast it. Basically, when a character gets a higher level (not that I'll be using levels, but that's another topic) the blue area on the graph will expand. Each type of magic will have a large number of spells associated with it (think 20+). Spells will fall into 3 general categories: harm the enemy, heal/buff yourself, and utility spells. Each type of magic will have spells that do these things, but in different ways and with different effectiveness. For example, the player is hurt. He might cast the Heal spell from Life, which will heal the wound. Or he might cast the Steal Life spell from Death, which takes enemy life to restore his own. Or he might cast the Cauterize spell from Fire, which reduces the effects of the damage. To make things more interesting, the player will be able to create new spells. A new spell is made by combining and modifying the effects of known spells. For example, a player who knows the Firebolt spell could create a Fireball spell that does fire damage in a larger area. A more interesting example is how a player could combine the Darkness spell, that creates an area of darkness, and the Shadow Jump spell, that lets the player instantly move from one dark area to another. The player could create a spell that casts darkness where the player is standing, darkness some distance behind them, and then casts shadow jump to move between the dark areas. This would effectively create a sort of retreat teleport spell. The hope is that by providing a large number of spells and ways to combine them, the player can be creative and develop new tactics. So that's the basic description of the magic system. Some questions for those who made it through the post: - Are the principles I had in mind when creating the system good ones? Am I missing anything, or mistaken about what makes a game fun (at least for other people)? - Does the system I developed seem like it would, in practice, fulfill the requirements I laid out? - Does the magic system seem like the basis of a fun game? Of course I'd like to hear any suggestions, comments, or criticism.