AMOUNT OF MAGIC IN FANTASY

Posts

author=Liberty
I can't remember? That's why I said 'one of them'. I just recall an LP I read where they tore the game open with a red mage. I'm thinking it was one of the early ones, actually.


If anyone knows, I'd be interested. Final Fantasy I is the only early FF where Red Mages aren't butt.

author=unity
author=Feldschlacht IV
author=Liberty
Depends on the game. I believe there's at least one FF where they can be powerful-ass melee units.
It has to be one of the newer ones, or the non numbered ones, (the ones I've never played), because in I, III, V, and the Tactics era games, they're quickly outclassed by almost every single physical job in melee abilities.

Which one?
Well, yeah, if you could have a red mage do the same kind of damage as a fighter, then why use fighters?


Easy, because you'd get the damage and durability of a fighter with the utility, team contribution, and self sufficiency of a mage. It's easy to make this overpowered, but with the right inherent limitations in place, I've seen this done in video games.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
If you make a poorly balanced game it's not a fun game. Amazing insight goin on in here.
Here's a quick rundown on Red Mages in FF afaik:

1) Best for their versatility. They don't match a Fighter or Monk in single target damage output (especially when the Monk gets enough levels) but they still can do plenty. They can buff the Fighter / Monk with FAST, resurrect with LIFE (after class change but still invaluable in a game with no item revives), use level 2 offensive magic to deal with large mobs without needing casting items, and early on they have respectable damage so they aren't useless in the ogre grind. They're one of the best classes but not for their physical damage output. If you give them the Masamune and FAST themselves they can get up there but why wouldn't you just buff a Knight instead?


3) Garbage after the first dungeon. Their exclusive sword is quickly outclassed and their stats and magic don't fare much better. You could argue that the Sage is their upgrade (as they get both schools of magic) which is the endgame caster and is great but not for physical damage!

5) Can break rods which is really all you need to know. If they're breaking rods they aren't using a sword or attacking. !Dual is a great skill to have... on any class besides a Red Mage because they're stuck with level 2 magic and there's a huge difference between Fira and Firaga in FF5. Good cross class potential but mediocre standalone. If they do a physical attack something has probably gone horribly wrong or it's mindless trash.

11) Never played it, can't really say.

12 IZJS) Never played.

Tactics) There are no Red Mages in Tactics
It might have been FFI - frankly, I'm just parroting what the LPer said/did, so they might have been mistaken. It was a while ago since I read it, though.
author=Sooz
If you make a poorly balanced game it's not a fun game. Amazing insight goin on in here.

Uh...yes?

I'm sorry, was that aimed towards me?

author=GRS
Tactics) There are no Red Mages in Tactics

No, but there are in the other FF Tactics games, those are the ones I was referring to.
unity
You're magical to me.
12540
author=Feldschlacht IV
Easy, because you'd get the damage and durability of a fighter with the utility, team contribution, and self sufficiency of a mage. It's easy to make this overpowered, but with the right inherent limitations in place, I've seen this done in video games.


My problem with FF1 Red Mages is that while they are pretty good for most of the game, around the last few dungeons I felt they lagged behind. If you could give them a decent physical damage output and still have warriors be unique and worthwhile enough, yeah I'd totally be down with that.
author=unity
author=Feldschlacht IV
Easy, because you'd get the damage and durability of a fighter with the utility, team contribution, and self sufficiency of a mage. It's easy to make this overpowered, but with the right inherent limitations in place, I've seen this done in video games.
My problem with FF1 Red Mages is that while they are pretty good for most of the game, around the last few dungeons I felt they lagged behind. If you could give them a decent physical damage output and still have warriors be unique and worthwhile enough, yeah I'd totally be down with that.


It's rough to build and balance a character/class that is competent at both up close melee and magic, so I understand that a lot of games forgo it entirely in favor of specialized archetypes.

My beef is when they go the 'make a mage good at melee only a lil bit lol' route, they end up gimping it because the player just ends up with a mage who has to share space with a sword that he's bad at. I've noticed that this is really only an issue in games that are damage intensive as opposed to strategy intensive, however.
author=Liberty
It might have been FFI - frankly, I'm just parroting what the LPer said/did, so they might have been mistaken. It was a while ago since I read it, though.


With the number of ways you can break FF1 over your knee I wouldn't be surprised if the LP you read used a Red Mage to wreck shit but didn't show how the Fighter/Monk can too. A sufficiently leveled Monk with FAST on him can one shot Chaos for example. I don't see why you couldn't solo FF1 with a Red Mage, Sulla did it with a Black Mage and Reds are way better!


author=Feldschlacht IV
No, but there are in the other FF Tactics games, those are the ones I was referring to.


Oh, you mean Tactics Advanced. Here's my expanded rundowns:

FFTA) Fuck this game.

FFTA2) Fuck this game too.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=Feldschlacht IV
author=Sooz
If you make a poorly balanced game it's not a fun game. Amazing insight goin on in here.
Uh...yes?

I'm sorry, was that aimed towards me?


Nah, it was in response to this:

author=Desertopa
I think it's only "boring" to design the world that way if you attempt to make accommodations for other types of characters in gameplay, but do it badly. If you have both fighters and wizards in the game, but the wizards make the fighters look shitty, that's bad game design. But if you have a game where there are no "fighters," just various kinds of wizards, then it's not a flaw in the setting's magic design that it isn't balanced for parity with dudes swinging swords.
author=GreatRedSpirit
author=Liberty
It might have been FFI - frankly, I'm just parroting what the LPer said/did, so they might have been mistaken. It was a while ago since I read it, though.
With the number of ways you can break FF1 over your knee I wouldn't be surprised if the LP you read used a Red Mage to wreck shit but didn't show how the Fighter/Monk can too. A sufficiently leveled Monk with FAST on him can one shot Chaos for example. I don't see why you couldn't solo FF1 with a Red Mage, Sulla did it with a Black Mage and Reds are way better!


author=Feldschlacht IV
No, but there are in the other FF Tactics games, those are the ones I was referring to.


Oh, you mean Tactics Advanced. Here's my expanded rundowns:

FFTA) Fuck this game.

FFTA2) Fuck this game too.


I've seen a White Mage run, Black Mage run and Red Mage run. (They kill off all the other party members and just play as that one character.) It was... interesting, to say the least. XD
unity
You're magical to me.
12540
author=Feldschlacht IV
author=unity
author=Feldschlacht IV
Easy, because you'd get the damage and durability of a fighter with the utility, team contribution, and self sufficiency of a mage. It's easy to make this overpowered, but with the right inherent limitations in place, I've seen this done in video games.
My problem with FF1 Red Mages is that while they are pretty good for most of the game, around the last few dungeons I felt they lagged behind. If you could give them a decent physical damage output and still have warriors be unique and worthwhile enough, yeah I'd totally be down with that.
It's rough to build and balance a character/class that is competent at both up close melee and magic, so I understand that a lot of games forgo it entirely in favor of specialized archetypes.

My beef is when they go the 'make a mage good at melee only a lil bit lol' route, they end up gimping it because the player just ends up with a mage who has to share space with a sword that he's bad at. I've noticed that this is really only an issue in games that are damage intensive as opposed to strategy intensive, however.

Yeah. It's something to definitely keep in mind for game-making. If the game tells me "This guy is also a physical fighter" then does poorly with swords or other weapons, I'm going to be disappointed.
author=Sooz
Nah, it was in response to this:

author=Desertopa
I think it's only "boring" to design the world that way if you attempt to make accommodations for other types of characters in gameplay, but do it badly. If you have both fighters and wizards in the game, but the wizards make the fighters look shitty, that's bad game design. But if you have a game where there are no "fighters," just various kinds of wizards, then it's not a flaw in the setting's magic design that it isn't balanced for parity with dudes swinging swords.


I think that's a really uncharitable response to the point I've been trying to make here.

LightningLord2 opened with a post about a game where, instead of being balanced for gameplay parity with fighters, rogues and such, the player characters are all magic users and the game is balanced entirely in terms of magic use. Other commenters interpreted this as a statement suggesting that magic users ought to be balanced to be stronger in comparison to non-magical characters, and disagreed- magic users should be well balanced with nonmagical characters for good gameplay. I commented that magic users don't have to be balanced against nonmagical characters if the game focuses on conflict between magic users and other magic users, where the disparity between wizards and swordsmen and such isn't relevant in context. I claimed that games which develop this kind of magic-centric setting are rare, and that I thought it would be interesting to create more works along these lines. You and LockeZ replied that there are plenty of game settings where magic is common, but drew entirely on examples where magic is intended for gameplay balance with nonmagical characters, which is exactly what I was saying I thought it would be interesting and original to not do.

When Liberty made the comment that
author=Liberty
Magic would only 'own' everything if you were boring and designed your world that way. It's limitations are up to you, the creator, so if it's a case of magic being overpowered, that is your fault as the creator. Obviously.

I responded that while I thought it was bad game design to have magic be overpowered against everything else when there's an "everything else" for it to be overpowered against, you can make a game where magic is balanced against other magic, and that doesn't have to be boring. Because I felt that the comment missed the point that LightningLord2 and I had been making over the course of the thread, that "balance" doesn't have to be defined in terms of balance between some specific set of roles which includes warriors, wizards, rogues and such. And you interpreted this as a comment that, I don't know, it's better to have balance than not to have it?

I guess I haven't been expressing myself very clearly in this thread, but it feels like you've reached a point where you're interpreting my comments in light of a presumption that I don't have anything sensible to say on the subject.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=Desertopa
Because I felt that the comment missed the point that LightningLord2 and I had been making over the course of the thread, that "balance" doesn't have to be defined in terms of balance between some specific set of roles which includes warriors, wizards, rogues and such. And you interpreted this as a comment that, I don't know, it's better to have balance than not to have it?


Given how LL2 is basically saying, "Anything that isn't just normal attacks counts as a thing magic users can do to beat a warrior," I can't see that interpretation. Your own statements have been all over the map, to the point that I can't tell what you're trying to say, other than "I like when games are made good, also magic."

My point is: in videro game mechanics terms, there is no such thing as magic user vs. not-magic user. There is only "character that uses a command that does this thing." It does not matter one jot whether the "hit all" command is magical lightning, a hail of bullets, or a really fast guy punching the shit out of the enemy's stupid faces. It does not matter whether the "heal" command is woogety, potions, or candy. This is all flavor, and doesn't make a difference to the point of game balance.

In terms of story, there's plenty to be covered, but in the majority of cases, it doesn't matter a lot to the core narrative, and too much focus can leave the player feeling confused and bored. I'm all for faffing about with flights of worldbuilding fancy, but you don't always need to show your work, at least in the narrative itself.

Basically, I just don't see why anyone feels like there needs to be more focus on magic anywhere; it seems pretty popular and thought out in just about any pro game I've seen.
author=Sooz
Given how LL2 is basically saying, "Anything that isn't just normal attacks counts as a thing magic users can do to beat a warrior," I can't see that interpretation. Your own statements have been all over the map, to the point that I can't tell what you're trying to say, other than "I like when games are made good, also magic."

My point is: in videro game mechanics terms, there is no such thing as magic user vs. not-magic user. There is only "character that uses a command that does this thing." It does not matter one jot whether the "hit all" command is magical lightning, a hail of bullets, or a really fast guy punching the shit out of the enemy's stupid faces. It does not matter whether the "heal" command is woogety, potions, or candy. This is all flavor, and doesn't make a difference to the point of game balance.

In terms of story, there's plenty to be covered, but in the majority of cases, it doesn't matter a lot to the core narrative, and too much focus can leave the player feeling confused and bored. I'm all for faffing about with flights of worldbuilding fancy, but you don't always need to show your work, at least in the narrative itself.

Basically, I just don't see why anyone feels like there needs to be more focus on magic anywhere; it seems pretty popular and thought out in just about any pro game I've seen.


Okay, honestly at this point I'm not entirely sure what point LightningLord2 is trying to make either, so I'm content to leave that out of the discussion. But I'll try to sum up what I've been trying to say more clearly.

There's a well established tradition in RPGs of including fantastical elements, but employing a system where the usefulness of outright magical elements is kept balanced with the usefulness of nonmagical elements. Like, in every one of the games LockeZ brought up as examples of settings where fantastical elements are common, there's a system of balance in play where hitting stuff with a sword is a viable component of strategy alongside blasting stuff with spells. And I think this suggests a significant gap in the genre that could be filled in an interesting way, by creating settings that don't work like that. Settings where magic is strictly dominant over things like hitting people with swords, and the story and gameplay are designed to reflect that, are underexplored in the medium. Like, if the set of fantasy works were all invariably set in a medieval world, someone could notice "hey, we could make a fantasy story that's not set in a medieval world," and start exploring the potential of urban fantasy.

In terms of game mechanics, you're right, at a certain level of abstraction, there's no real distinction between "magic" and "not-magic." But story elements affect how players interpret that gameplay, and provide a framework that helps designers shape their gameplay decisions. In pure gameplay terms, there's nothing in particular that says that Manifest is a game which features both magic and physical attacks, and The Logomancer is a game which doesn't contain either. But the fact that The Logomancer was written to be an RPG "without fighting" gave a novel character to the story, and also gave incentive and justification for a more unorthodox "combat" system. If The Logomancer had gameplay which were more or less identical to games like Manifest, players would probably have felt more shortchanged by the premise.

I think that, like the idea of RPGs where conflict is resolved through discourse rather than combat, which has led to some interesting and original games (another example here,) the idea of fantasy RPGs where magic is strictly dominant over mundane skills like swordsmanship or thievery, and conflict mostly occurs in the context of magic vs. magic, is one with a lot of unexplored potential.
author=Desertopa
author=Sooz
Given how LL2 is basically saying, "Anything that isn't just normal attacks counts as a thing magic users can do to beat a warrior," I can't see that interpretation. Your own statements have been all over the map, to the point that I can't tell what you're trying to say, other than "I like when games are made good, also magic."

My point is: in videro game mechanics terms, there is no such thing as magic user vs. not-magic user. There is only "character that uses a command that does this thing." It does not matter one jot whether the "hit all" command is magical lightning, a hail of bullets, or a really fast guy punching the shit out of the enemy's stupid faces. It does not matter whether the "heal" command is woogety, potions, or candy. This is all flavor, and doesn't make a difference to the point of game balance.

In terms of story, there's plenty to be covered, but in the majority of cases, it doesn't matter a lot to the core narrative, and too much focus can leave the player feeling confused and bored. I'm all for faffing about with flights of worldbuilding fancy, but you don't always need to show your work, at least in the narrative itself.

Basically, I just don't see why anyone feels like there needs to be more focus on magic anywhere; it seems pretty popular and thought out in just about any pro game I've seen.
Okay, honestly at this point I'm not entirely sure what point LightningLord2 is trying to make either, so I'm content to leave that out of the discussion. But I'll try to sum up what I've been trying to say more clearly.

There's a well established tradition in RPGs of including fantastical elements, but employing a system where the usefulness of outright magical elements is kept balanced with the usefulness of nonmagical elements. Like, in every one of the games LockeZ brought up as examples of settings where fantastical elements are common, there's a system of balance in play where hitting stuff with a sword is a viable component of strategy alongside blasting stuff with spells. And I think this suggests a significant gap in the genre that could be filled in an interesting way, by creating settings that don't work like that. Settings where magic is strictly dominant over things like hitting people with swords, and the story and gameplay are designed to reflect that, are underexplored in the medium. Like, if the set of fantasy works were all invariably set in a medieval world, someone could notice "hey, we could make a fantasy story that's not set in a medieval world," and start exploring the potential of urban fantasy.

In terms of game mechanics, you're right, at a certain level of abstraction, there's no real distinction between "magic" and "not-magic." But story elements affect how players interpret that gameplay, and provide a framework that helps designers shape their gameplay decisions. In pure gameplay terms, there's nothing in particular that says that Manifest is a game which features both magic and physical attacks, and The Logomancer is a game which doesn't contain either. But the fact that The Logomancer was written to be an RPG "without fighting" gave a novel character to the story, and also gave incentive and justification for a more unorthodox "combat" system. If The Logomancer had gameplay which were more or less identical to games like Manifest, players would probably have felt more shortchanged by the premise.

I think that, like the idea of RPGs where conflict is resolved through discourse rather than combat, which has led to some interesting and original games (another example here,) the idea of fantasy RPGs where magic is strictly dominant over mundane skills like swordsmanship or thievery, and conflict mostly occurs in the context of magic vs. magic, is one with a lot of unexplored potential.


You actually get the point that the topic is about general fantasy elements - but you also bring up an interesting point where combat is handled via an entirely different means - conversation. In those situations, you have to completely rethink how different classes look and what the strategies involve.

Also, while it's not really used much in RPGs, the supernatural vs. supernatural conflict is pretty much the gold standard in superhero comics and shonen anime.
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, while it's not really used much in RPGs, the supernatural vs. supernatural conflict is pretty much the gold standard in superhero comics and shonen anime.


I really have the feeling that you should probably scoot your booty over to this forum instead...
I've been playing with an idea for a game in which ancient science replaces magic. In this case it would be a world where items were the source of most "fantastical" abilities, such as weapons forged from rare metals or devices that allow a character to use certain techniques. In this case instead of a mage who has dozens of different spells you would have a character who uses a tool with a single root ability but learns different way of utilizing that ability.

For instance where a swordsman might develop seven or eight different techniques, stances, etc., another character wielding a plasma generating gauntlet would functional similarly. At first all he/she knows how to do it activate the gauntlet and hit things with it, but before long he/she figures out how that they can magnetize armor and hamper enemy movements. (Not that plasma works that way...I think...I never took any physics courses but you get the idea.)

It's still got some holes in it, yeah, but a set up like this would allow for more equality between characters without compromising stuff like elemental advantages. I also have similar explanations for monsters but that's a rant for another day.
author=ZeterZero
I've been playing with an idea for a game in which ancient science replaces magic. In this case it would be a world where items were the source of most "fantastical" abilities, such as weapons forged from rare metals or devices that allow a character to use certain techniques. In this case instead of a mage who has dozens of different spells you would have a character who uses a tool with a single root ability but learns different way of utilizing that ability.

For instance where a swordsman might develop seven or eight different techniques, stances, etc., another character wielding a plasma generating gauntlet would functional similarly. At first all he/she knows how to do it activate the gauntlet and hit things with it, but before long he/she figures out how that they can magnetize armor and hamper enemy movements. (Not that plasma works that way...I think...I never took any physics courses but you get the idea.)

It's still got some holes in it, yeah, but a set up like this would allow for more equality between characters without compromising stuff like elemental advantages. I also have similar explanations for monsters but that's a rant for another day.


I like this idea - instead of giving mages more physical stuff, you can give the fighters more magic (or, in that case, fun inventions)
author=LightningLord2
I like this idea - instead of giving mages more physical stuff, you can give the fighters more magic (or, in that case, fun inventions)


Yeah, more or less. The idea originates with how they handled "magic" in Bloodborne and some of the weapons used in Hyrule Warriors, like the magic rod. (amongst other sources including Fairy Fencer, a game I'm not interested in playing but love the art style and part of the background of the weapons.) There would still be room for intellectual types as well since they would use their items/artifacts differently from how a warrior would. This would still allow for a class style system without making any one character type more OP than another.

These scholars have staffs that shoot fire? What a bunch of stereotypes. Good thing I have this armor that can be adjusted to different types of elemental defense on the fly by switching out the crystal in the chest plate.

That guy is immune to our fire attacks and is way stronger than we are physically! Fear not brothers, I know how to super heat the air around him to make it harder for him to breath!

Hard...to breath...can't act as quickly as normal.

Don't worry fellow party member, your resident chemist has a tonic that will replenish your body's oxygen supply. Though usually it's used to help you hold your breath for longer it should work just fine in this situation to.

Awesome I'm back in the game! Thanks chemist, now to teach these guys a lesson about playing with fire! Just be ready to heal them when I'm done.

Okay so I may have over done it on the scenario, but I love it. Stuff like that would also allow for more forethought and strategy even from classes that would typically be considered meat heads or single purposed.
Personally, if you're going to go with with low magic or no magic, I think it would be more interesting to expand the fighter skills instead of trying to replace magic with science or something else. A multi target debuff would not make much sense for fighters, but it's easy enough to imagine a strike stunning or crippling an enemy. That blow should also deal damage, it makes no sense if you injured an enemy's muscles, but said enemy is still considered uninjured as far as HP goes. So, you may not have a multi target debuff anymore, but instead you get single target debuffs that also deals damage.

Defense can be expanded so that it's less about being tanky and more about different defenses working in different situations. If you're up against a giant, one swing from it will probably hurt a lot even if you have plate armor, but if it's slow and clumsy, a character with high evasion will not get hit. On the other hand, if you're up against a lot of wolves, it's very hard to avoid them when many of them are pouncing you simultaneously, but the wolves will have a hard time biting trough plate. So, armor is good against a massive number of weak blows while evasion is good against strong, but slow, attacks.

What we get then is an RPG that doesn't have magic, but is instead more focused on martial skills.