AMOUNT OF MAGIC IN FANTASY
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Copypasting a post from a different topic:
Topic can be used to discuss the benefits of greater/lesser use of magic in fantasy (or comparable non-realistic things) and how it changes the world.
author=me
What I'm looking for is settings like Dawn of Magic, where spellcasting and the like is not something only like 0.01% of the people do and the few participants are neckbeards, complete monsters or both (save for the girl in your party who does the healing). This review says it best (I'll do a translation below):
author=gamestar.de
Duell im Morgengrauen. Auf der einen Seite: Ein strahlender Krieger in glänzender Rüstung mit mächtigem Breitschwert. Auf der anderen: Ein Erzmagier, ausgestattet mit dem Wissen der Jahrhunderte und der Macht, Erdbeben, Untoten-Armeen und Unwetter zu beschwören. Und jetzt wetten wir: Wer wird gewinnen? Der Krieger? Unsinn! Bevor der sich rühren kann, hat ihm der Magier die Rüstung weggerostet, zwei Dutzend Untote auf den Hals gehetzt und ihn mit ein paar Blitzschlägen geröstet. Als Finale lässt er ihn in einer Felsspalte verschwinden.
So, Ende des Duells. Gedauert hat es keine Minute. Klarer Fall: Im echten Leben wäre ein Magier jedem stumpf dreinhauenden Tölpel von Kämpfer haushoch überlegen. Nur in Rollenspielen nicht. Die wollen uns weißmachen, dass ein Blitz tatsächlich weniger Schaden anrichtet als ein Hieb mit einer Holzkeule. Alle Magiefans, die sich ob dieser ungerechten Darstellungen schon immer geärgert haben, dürften auf ein Action-Rollenspiel wie Dawn of Magic schon lange gewartet haben.
A duel at dawn. On the one side, A dashing warrior in shining armor with a powerful broadsword. On the other, an archmage, equipped with the knowledge of centuries and the power to summon earthquakes, undead armies and thunderstorms. Now we bet: Who would win? The warrior? Nonsense! Before he can even move, the wizard rusted his armor away, sent two dozen undead at him and roasted him with lightning. At the end, he makes him disappear in a chasm.
So, end of duel. It didn't even take a minute. Clearly, in real life, a mage would be vastly superior to any dumb brute of a fighter. Just not in RPGs. They want us to believe that a lightning bolt does less damage than a whack with a wooden club. All magic fans that ever cringed at these unfair portrayals should have been waiting for an action RPG like Dawn of Magic.
Why aren't there more games like this
Topic can be used to discuss the benefits of greater/lesser use of magic in fantasy (or comparable non-realistic things) and how it changes the world.
Honestly, magic needs some limitations to be useful in a story, but gameplay-wise, if you're going up against gods and dragons and demons, magic is just another way of dealing damage.
Fantasy writers have spent a lot of time creating intricate magical systems and working out how they factor into their worlds, how they're limited and what, exactly, the conditions of use are.
Games, however, always ask for some suspension of belief in some way, shape or form, no matter what the game is. So much more so when it comes to battle aspects, so it's not a huge deal to be throwing whole planets around at your enemies - you know it's not real and it's not supposed to be.
Frankly, if you want to go realistic with magic, you'd better go realistic with physical damage too - so I should be able to kill the flimsy mage with a bow shot or cut their limbs off if I get close enough.
Fantasy writers have spent a lot of time creating intricate magical systems and working out how they factor into their worlds, how they're limited and what, exactly, the conditions of use are.
Games, however, always ask for some suspension of belief in some way, shape or form, no matter what the game is. So much more so when it comes to battle aspects, so it's not a huge deal to be throwing whole planets around at your enemies - you know it's not real and it's not supposed to be.
Frankly, if you want to go realistic with magic, you'd better go realistic with physical damage too - so I should be able to kill the flimsy mage with a bow shot or cut their limbs off if I get close enough.
^^^ This.
Long ago, I was working on a game called Elemental Clash where everyone had magic (each party member specialized in one of eight elements), but that didn't get rid of warriors at all. It just meant the warriors were lighting their blades with magic fire and using regeneration magic, etc.
Long ago, I was working on a game called Elemental Clash where everyone had magic (each party member specialized in one of eight elements), but that didn't get rid of warriors at all. It just meant the warriors were lighting their blades with magic fire and using regeneration magic, etc.
Also, often you start with a newbie mage so their spells aren't exactly going to be throwing mountains across the sun. Hell, even when they get access to higher-tier spells they're not necessarily going to be throwing whole worlds. The graphical part of the spell is for the player to understand the element (and to look cool) - the damage amount is what really counts, and how it stacks up in comparison with the damage done by your fighters.
You could just say that the mages are simultaneously casting an illusion spell to make the enemies think that they're having mountains and lightning dropped on their heads when in fact they're getting some boulders tossed at them on the higher levels and dirt clods on the lower ones. XD
I mean, if we look at Harry Potter magic, for example, spells often start off as pretty weak until the user has learned it over time, but even then there's differences in magical strength and ability/skill that changes how people actually cast spells. Even two people versed in Transfiguration can have very different skill levels - McGonnagal vs Dumbledore, for example - and be capable of different kinds of spells.
Also, unless they're hardened by battle, mages who have spent their lives in a tower reading books and drinking tea while talking over theories about the best way to cast a lightning spell to make it most effective... well, they're not likely to go all out and kill enemies of equal kin (humans... or whatever race they are) straight off the bat. They're not aiming to kill but to damage and you can use that to write off their spells.
...actually, there's an idea. A mage whose spells aren't as strong on human enemies because they hold back deliberately from trying to kill. I might use that~
Edit: To point to Sated's point about not having as many mages that cover all types of magic - this is why Red Mages are a thing. Because they have some skill in all types of magic but don't devote time into learning ALL of one, so suffer from having only lower skillsets. Think of it like this: A jug full of water and three glasses. You can only fill one glass to full with the amount of water - which is a dedicated mage - or fill parts of each glass instead - red mage.
You could just say that the mages are simultaneously casting an illusion spell to make the enemies think that they're having mountains and lightning dropped on their heads when in fact they're getting some boulders tossed at them on the higher levels and dirt clods on the lower ones. XD
I mean, if we look at Harry Potter magic, for example, spells often start off as pretty weak until the user has learned it over time, but even then there's differences in magical strength and ability/skill that changes how people actually cast spells. Even two people versed in Transfiguration can have very different skill levels - McGonnagal vs Dumbledore, for example - and be capable of different kinds of spells.
Also, unless they're hardened by battle, mages who have spent their lives in a tower reading books and drinking tea while talking over theories about the best way to cast a lightning spell to make it most effective... well, they're not likely to go all out and kill enemies of equal kin (humans... or whatever race they are) straight off the bat. They're not aiming to kill but to damage and you can use that to write off their spells.
...actually, there's an idea. A mage whose spells aren't as strong on human enemies because they hold back deliberately from trying to kill. I might use that~
Edit: To point to Sated's point about not having as many mages that cover all types of magic - this is why Red Mages are a thing. Because they have some skill in all types of magic but don't devote time into learning ALL of one, so suffer from having only lower skillsets. Think of it like this: A jug full of water and three glasses. You can only fill one glass to full with the amount of water - which is a dedicated mage - or fill parts of each glass instead - red mage.
So, I've been tossing a game idea of this style around for years, and considering the sort of graphical and coding investment it would take to make it as I'd like to, I'll probably continue to kick it around for years, but I think LightningLord's comment has a lot of sense to it.
It's not that there aren't ways to justify using both warriors and mages in combat within a single game's setting, but there's an almost complete absence of games that don't use these kind of justifications, even though they don't necessarily make much sense. Lots of the ideas we have about balancing the usefulness of magic and martial skill originate with tabletop roleplaying games like Dungeons and Dragons which offered players the chance to imagine themselves as adventurers in a variety of styles. They're designed for balance in a game which incorporates both kinds of combat, they're not explanations for why magic and martial skill logically have to be balanced in usefulness.
Considering how many JRPGs feature magic wielding teens and children, those games have already discarded the idea that magic takes long years of dedicated study to learn. The idea that mages are comparatively frail is usually preserved for game balance, but the same logic implies that there should be no buff college students. The idea that mages can't wear heavy armor is likewise a kludge- the original explanation is that it interferes with their concentration, and yet nothing prevents them from casting spells in the middle of a pitched battle surrounded by screaming and clashes of weapons. The real reason is that heavy armor is one of the main incentives to play a warrior-type character, and so it has to be restricted even though realistically speaking it's not that difficult to wear (a suit of full plate armor weighs about the same amount as the backpack overstuffed with textbooks I carried to and from high school, but the weight is much better distributed.)
If you stop deliberately making arrangements for balance, it's easy to envision a setting where magical means of warfare render skills like swordsmanship obsolete. I'd be interested to see a game where combat is all magic-based, and instead of HP, you have points representing the strength of the barriers standing between you and magical obliteration. Barriers could be shifted through a distribution of damage type affinities, so for instance if you expect to be attacked with a fire spell you can funnel most of the strength of the barrier into protecting against fire, even to the point that it'll absorb fire damage, but then if you get blindsided by another type of spell, it'll do massive damage. Healing magic only exists in a plot-based rather than mechanical context, and if any of your characters are attacked past the limits of their barrier, it's Game Over (which means the combat naturally has to be calibrated according to the assumption that a single character getting knocked out is a failure condition.)
It's not that there aren't ways to justify using both warriors and mages in combat within a single game's setting, but there's an almost complete absence of games that don't use these kind of justifications, even though they don't necessarily make much sense. Lots of the ideas we have about balancing the usefulness of magic and martial skill originate with tabletop roleplaying games like Dungeons and Dragons which offered players the chance to imagine themselves as adventurers in a variety of styles. They're designed for balance in a game which incorporates both kinds of combat, they're not explanations for why magic and martial skill logically have to be balanced in usefulness.
Considering how many JRPGs feature magic wielding teens and children, those games have already discarded the idea that magic takes long years of dedicated study to learn. The idea that mages are comparatively frail is usually preserved for game balance, but the same logic implies that there should be no buff college students. The idea that mages can't wear heavy armor is likewise a kludge- the original explanation is that it interferes with their concentration, and yet nothing prevents them from casting spells in the middle of a pitched battle surrounded by screaming and clashes of weapons. The real reason is that heavy armor is one of the main incentives to play a warrior-type character, and so it has to be restricted even though realistically speaking it's not that difficult to wear (a suit of full plate armor weighs about the same amount as the backpack overstuffed with textbooks I carried to and from high school, but the weight is much better distributed.)
If you stop deliberately making arrangements for balance, it's easy to envision a setting where magical means of warfare render skills like swordsmanship obsolete. I'd be interested to see a game where combat is all magic-based, and instead of HP, you have points representing the strength of the barriers standing between you and magical obliteration. Barriers could be shifted through a distribution of damage type affinities, so for instance if you expect to be attacked with a fire spell you can funnel most of the strength of the barrier into protecting against fire, even to the point that it'll absorb fire damage, but then if you get blindsided by another type of spell, it'll do massive damage. Healing magic only exists in a plot-based rather than mechanical context, and if any of your characters are attacked past the limits of their barrier, it's Game Over (which means the combat naturally has to be calibrated according to the assumption that a single character getting knocked out is a failure condition.)
A duel at dawn. On the one side, A dashing warrior in shining armor with a powerful broadsword. On the other, an archmage, equipped with the knowledge of centuries and the power to summon earthquakes, undead armies and thunderstorms. Now we bet: Who would win? The warrior? Nonsense! Before he can even move, the wizard rusted his armor away, sent two dozen undead at him and roasted him with lightning. At the end, he makes him disappear in a chasm.
So, end of duel. It didn't even take a minute. Clearly, in real life, a mage would be vastly superior to any dumb brute of a fighter. Just not in RPGs. They want us to believe that a lightning bolt does less damage than a whack with a wooden club. All magic fans that ever cringed at these unfair portrayals should have been waiting for an action RPG like Dawn of Magic.
Why aren't there more games like this
Hey, I think I saw this in a D&D campaign that I played in! Maybe, it was really boring and I spent more time bullshitting with the non-caster players for fairly obvious reasons.
Anyways magic is just another tool for a writer to use to add fantastical elements to a narrative or setting. It can be good because hey, it's magic! You don't have to explain shit. It isn't a get out of jail free card either though, if wizard mclongbeard can incapacitate their enemies in a multitude of ways with a flick of their wrist there's no tension in any scene. If there's no tension, then what's the point? Is it so Goku can show off what 200% super sand legend can really do? So Liam Neeson can swing a stick around and pretend he's fighting swarms of useless enemy robots? If there's anything D&D taught me, it's probably so caster players can jerk off to being the ordained star of the show.
e: I actually grouped that really poorly. Superman fighting the KKK is cool while my other example are garbage and need to be separated.
author=unity
^^^ This.
Long ago, I was working on a game called Elemental Clash where everyone had magic (each party member specialized in one of eight elements), but that didn't get rid of warriors at all. It just meant the warriors were lighting their blades with magic fire and using regeneration magic, etc.
I'm totally not opposed to warrior-like magic to bash faces in with - I can cite a few examples of this doing well.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
When I'm writing seriously, I try to make my combat magic fairly shitty and hard to use. There's a scene in Iniquity and Vindication where you find an ancient magical artifact capable of creating fire at will. Your character then remarks that it's kind of neat, but he already has a lighter. He tosses it away and you gain the Lighter tool.
Another spell the same character uses is capable of creating a bigger flame, enough to attack enemies with. But, like, it's nowhere near the power of a flamthrower or a napalm strike. It's closer to a molotov cocktail, or even weaker. Quite frankly none of the offensive spells are impressive at all. They're functional, but a gun would be better, not to mention far easier to use. The only reason the character uses magic is because he's crippled and can't fire a gun. One of his arms was run over by a tank and the other is missing three fingers.
Other characters use magic for different reasons - one is a ghost and literally can't physically attack, one has only ever fought ghosts and so has become decent at combat magic without ever learning how to handle a gun, and one has extremely powerful magic that really does blow normal weapons away but she can only use it extremely rarely. If the game took place over the course of several months like some RPGs, then the last two characters would obviously want to learn how to use a gun at some point, but it takes place over the course of only a few days, so they simply never get the chance.
A lot of enemy soldiers that use magic also use guns, but not all of them. The player pays less attention when it's just a random enemy mook. That dude was gonna lose no matter what he did, so the human brain doesn't really demand a whole lot of justification for it.
Another spell the same character uses is capable of creating a bigger flame, enough to attack enemies with. But, like, it's nowhere near the power of a flamthrower or a napalm strike. It's closer to a molotov cocktail, or even weaker. Quite frankly none of the offensive spells are impressive at all. They're functional, but a gun would be better, not to mention far easier to use. The only reason the character uses magic is because he's crippled and can't fire a gun. One of his arms was run over by a tank and the other is missing three fingers.
Other characters use magic for different reasons - one is a ghost and literally can't physically attack, one has only ever fought ghosts and so has become decent at combat magic without ever learning how to handle a gun, and one has extremely powerful magic that really does blow normal weapons away but she can only use it extremely rarely. If the game took place over the course of several months like some RPGs, then the last two characters would obviously want to learn how to use a gun at some point, but it takes place over the course of only a few days, so they simply never get the chance.
A lot of enemy soldiers that use magic also use guns, but not all of them. The player pays less attention when it's just a random enemy mook. That dude was gonna lose no matter what he did, so the human brain doesn't really demand a whole lot of justification for it.
author=TC
Just not in RPGs. They want us to believe that a lightning bolt does less damage than a whack with a wooden club.
This is a broad overgeneralization. It depends on the RPG; sure, there are games where magic is 'eh' at best, but there are others where magic is completely a force to be reckoned with, and the gameplay, plot, or both reflects this. Final Fantasy VI and Dragon Age are two good examples.
author=GreatRedSpirit
Hey, I think I saw this in a D&D campaign that I played in! Maybe, it was really boring and I spent more time bullshitting with the non-caster players for fairly obvious reasons.
Anyways magic is just another tool for a writer to use to add fantastical elements to a narrative or setting. It can be good because hey, it's magic! You don't have to explain shit. It isn't a get out of jail free card either though, if wizard mclongbeard can incapacitate their enemies in a multitude of ways with a flick of their wrist there's no tension in any scene. If there's no tension, then what's the point?
If Wizard McLongbeard can incapacitate his enemies in a multitude of ways with a flick of his wrist, the most obvious way to cultivate tension is to pit him against another wizard.
A person with a machine gun can mow down scores of unarmed fighters, or even armored knights. But it would be absurd to say that machine guns are too overpowered to give to protagonists in stories, we just give them to protagonists who're pitted against opponents with equal or superior weaponry.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
The quote in the OP reminds me of the myriad powergaming douches in the tabletop gaming scene who are so mad that magic users aren't basically God incarnate and capable of destroying everything with a single breath, and instead must suffer the indignity of having other party members being able to do things- occasionally things the magic users can't do! THE GALL! DO THEY NOT KNOW I AM MASTER OF FORCES THEY CANNOT CONCEIVE OF?!
Frankly, I'm 100% fine with settings that allow all the party members equal access to awesomeness. These are (usually) heroes, and thus deserve to be equally heroic, whether their abilities come from eldritch forces, zappy shit, or amazing muscles. It'd be just as crap to state that the magicians can't win because they're wimpy nerds who never exercise. They're not normal doodz, they don't need to be constrained by normal doodz logic!
tl;dr- approaching the question as though it were godlike magician vs. normal thug is dumb and shortsighted.
Frankly, I'm 100% fine with settings that allow all the party members equal access to awesomeness. These are (usually) heroes, and thus deserve to be equally heroic, whether their abilities come from eldritch forces, zappy shit, or amazing muscles. It'd be just as crap to state that the magicians can't win because they're wimpy nerds who never exercise. They're not normal doodz, they don't need to be constrained by normal doodz logic!
tl;dr- approaching the question as though it were godlike magician vs. normal thug is dumb and shortsighted.
Keep in mind I didn't come up with this long statement myself - it's copypasted from a game review and doesn't necessarily reflect entirely what I think.
All I'm saying is that if one wants to include fantastic elements in a story, she can delve deeper into it and make it more commonplace than the average setting does. Keep in mind you can have the same effects with flashy weapons, scientific gizmos, psionic forces or powerful creatures fighting at your side.
Also, people seem to miss that I'm saying that everyone should get more access to all that - magic (shorthand for any fantastic element here) could be included into everyday life of NPCs, helpful aids for dungeon denizens, making kingdoms not defenseless against evil empires...
But yeah, there needs to be a reason why magic isn't commonplace if it exists.
All I'm saying is that if one wants to include fantastic elements in a story, she can delve deeper into it and make it more commonplace than the average setting does. Keep in mind you can have the same effects with flashy weapons, scientific gizmos, psionic forces or powerful creatures fighting at your side.
Also, people seem to miss that I'm saying that everyone should get more access to all that - magic (shorthand for any fantastic element here) could be included into everyday life of NPCs, helpful aids for dungeon denizens, making kingdoms not defenseless against evil empires...
But yeah, there needs to be a reason why magic isn't commonplace if it exists.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I think that when magic in a world is everywhere and is taken for granted, like it is in the Dragon Warrior series or the first five Final Fantasy games or Warcraft or a lot of other medieval RPGs, it loses its meaning and becomes pointless. It provides a functional gameplay device to allow healing in combat, but that's about it, and you can do that with first aid kits or lots of other methods.
The downside of adding fantasy into a story is that it feels less like a real world, but the upside is that the fantastic elements are compelling; people are drawn in because they want to see where those things come from and where they lead. One or the other of those pieces of information is typically good enough; Final Fantasy 6 builds its conflict around where magic comes from, while Dragon Age goes into great detail about the path it leads the world down. Final Fantasy 10 barely provides even a taste of either one - everything supernatural is just ignored and taken for granted with the exception of Sin, and the end result is that you get the downside of a fantasy setting without getting the upside. What's the point? Congratulations, you made magic mundane and boring.
The downside of adding fantasy into a story is that it feels less like a real world, but the upside is that the fantastic elements are compelling; people are drawn in because they want to see where those things come from and where they lead. One or the other of those pieces of information is typically good enough; Final Fantasy 6 builds its conflict around where magic comes from, while Dragon Age goes into great detail about the path it leads the world down. Final Fantasy 10 barely provides even a taste of either one - everything supernatural is just ignored and taken for granted with the exception of Sin, and the end result is that you get the downside of a fantasy setting without getting the upside. What's the point? Congratulations, you made magic mundane and boring.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=LightningLord2
Also, people seem to miss that I'm saying that everyone should get more access to all that - magic (shorthand for any fantastic element here) could be included into everyday life of NPCs, helpful aids for dungeon denizens, making kingdoms not defenseless against evil empires...
You really picked a bad quote to illustrate that!
There might not be any good quotes to illustrate it, because games which are that magic-centric are so rare. I picked up the intended meaning because I've had thoughts along the same lines, but I've never seen a game which actually runs with the idea before. It probably would have been clearer if he had described the idea himself.
It's a good way to turn fantasy back into something which gives the player a sense of being exposed to a new and unfamiliar world. Generic medieval fantasy is too overexposed to cultivate curiosity at this point, but what about a setting where armored knights ride into battle and blast each other with thunderbolts, because the usefulness of magic completely supercedes weaponry, and magic-based troops are the core of armies. It gives the player reason to wonder what else about the setting is different from their usual experience, whereas in a conventional fantasy setting there's no reason to ask.
It's a good way to turn fantasy back into something which gives the player a sense of being exposed to a new and unfamiliar world. Generic medieval fantasy is too overexposed to cultivate curiosity at this point, but what about a setting where armored knights ride into battle and blast each other with thunderbolts, because the usefulness of magic completely supercedes weaponry, and magic-based troops are the core of armies. It gives the player reason to wonder what else about the setting is different from their usual experience, whereas in a conventional fantasy setting there's no reason to ask.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Are they that rare? I don't think games where magic is exceedingly commonplace in the world are rare. Off the top of my head, the entire Dragon Warrior series works like that, as do Final Fantasy 1 through 5, Final Fantasy 9 through 14, the Final Fantasy Tactics series, the Final Fantasy Crystal Chronicles series, the Breath of Fire series, the SaGa series, the Tactics Ogre series, the Warcraft series, the Diablo series, the Touhou series, the Ultima series, the Lufia series, the Elder Scrolls series, the Tales of Seriesia, the Pokemon series, the Disgaea series, the Fire Emblem series, the first two Wild ARMs games, Xenogears, Legend of Mana, Chrono Cross, Baldur's Gate, Neverwinter Nights, Dungeon Siege, Chantelise, Recettear, and Legend of Legaia.
That doesn't sound rare. That sounds like 75% of my RPG library. That sounds like games where everyone in the world and takes it completely for granted has access to magic are overwhelmingly commonplace, to the point of being a serious problem.
That doesn't sound rare. That sounds like 75% of my RPG library. That sounds like games where everyone in the world and takes it completely for granted has access to magic are overwhelmingly commonplace, to the point of being a serious problem.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Yeah honestly I can't think of a game off the top of my head that HASN'T at least made vague hints about the fantastic elements being included in the worldbuilding. I suppose there's something to be said for the magic-based worldbuilding question "Why haven't magic users taken over the world?" but otherwise... vOv
I didn't say that settings where magic is common are rare, when I referred to games being "that magic-centric," I meant it in the way LightningLord brought up, where instead of a sword-and-sorcery setting, the sorcery has muscled the swords offstage.
Right, it's normal to make magic a common part of the worldbuilding. But there's a world of difference between, say, Final Fantasy Tactics, where the methods of warfare and standards of living are pretty much the same as in our own world in medieval times, despite some fairly ubiquitous spellslingers mixed in, and a setting where the warfare is magic-based the way our world's warfare is munitions-based, the industries rely on magic, and magic is deeply imbedded in the social structure.
Pretty much the only game series which is analogous on that level is Pokemon, where the society is Pokemon-based to the degree that a fantasy setting could be magic-based. Except Pokemon takes it to a weirder extreme because Pokemon seem to be not just the means but also the end goal of most of their culture.
In conventional fantasy, the setting deviates from the world as we know it, but the audience already understands how. They know what typical medieval fantasy, or the typical JRPG era-confused fantasy, looks like. It's a setting to which magical elements have been added, but not a setting which has been transformed by the presence of magic.
author=LockeZ
Are they that rare? I don't think games where magic is exceedingly commonplace in the world are rare. Off the top of my head, the entire Dragon Warrior series works like that, as do Final Fantasy 1 through 5, Final Fantasy 9 through 14, the Final Fantasy Tactics series, the Final Fantasy Crystal Chronicles series, the Breath of Fire series, the SaGa series, the Tactics Ogre series, the Warcraft series, the Diablo series, the Touhou series, the Ultima series, the Lufia series, the Elder Scrolls series, the Tales of Seriesia, the Pokemon series, the Disgaea series, the Fire Emblem series, the first two Wild ARMs games, Xenogears, Legend of Mana, Chrono Cross, Baldur's Gate, Neverwinter Nights, Dungeon Siege, Chantelise, Recettear, and Legend of Legaia.
That doesn't sound rare. That sounds like 75% of my RPG library. That sounds like games where everyone in the world and takes it completely for granted has access to magic are overwhelmingly commonplace, to the point of being a serious problem.
Right, it's normal to make magic a common part of the worldbuilding. But there's a world of difference between, say, Final Fantasy Tactics, where the methods of warfare and standards of living are pretty much the same as in our own world in medieval times, despite some fairly ubiquitous spellslingers mixed in, and a setting where the warfare is magic-based the way our world's warfare is munitions-based, the industries rely on magic, and magic is deeply imbedded in the social structure.
Pretty much the only game series which is analogous on that level is Pokemon, where the society is Pokemon-based to the degree that a fantasy setting could be magic-based. Except Pokemon takes it to a weirder extreme because Pokemon seem to be not just the means but also the end goal of most of their culture.
In conventional fantasy, the setting deviates from the world as we know it, but the audience already understands how. They know what typical medieval fantasy, or the typical JRPG era-confused fantasy, looks like. It's a setting to which magical elements have been added, but not a setting which has been transformed by the presence of magic.
author=LockeZ
Tales of Seriesia
Pretty much every Tales game I know of (Symponia, Vesperia, Graces, and the Xillias) have their plots revolve HEAVILY around the world's mana-equivalent, often treating it like any other non-infinite energy source such as fossil fuels. In Graces literally everything in the world is made of some combination of primal "magic" elements. Often the end of the games involve radically changing world by either revitalizing or removing the source of it all, or something more complicated.
The games also have your "thunder axes" and whatever in the form of the Artes attacks, and most playable characters will know at least a minor healing spell or something. They'll also have magic-based guns and tanks sometimes (which I'm pretty sure are also common in a number of other RPG settings), but some games restrict the access to magic by requiring some kind of trinket, like Blastia or Lilium Orbs or Mana Lobes etc.
Though, I guess these games still don't take things as far as some people in this forum are talking about.



















