Game Development Community

Addition of Magic/Lore to Project

by Nate "Nateholio" Watson · in Game Design and Creative Issues · 01/20/2005 (3:54 pm) · 1 replies

For about 2.5 years I've been kicking around the idea of adding the elements of magic and lore to my current project. Keep in mind this project went through a phase where it was going to be a pen-and-paper RPG several years ago, thus the continuation of writing somewhat detailed descriptions of objects even though its not necessarily needed in a computer game.

Basically what I have in mind is a "rift" (caused by a extremely-uber-powered spacecraft experiment gone bad) players can pass through which allows them to use magic. In this "mythological world" players would be able to learn, use, and improve on skills such as life, war, and item magic. While a player could use a regular "real world" weapon to attack a creature such as a lava golem, it would be utterly pointless to do so. The player could however use item magic to make his weapon deal damage against said golem.

Once the player leaves the mythological world, he can no longer use any kind of magic. BUT, some creatures may be transported between the real and mythological worlds provided that their existance doesnt rely on magic.

To me this sounds stupid since I think magic, lore, and related creatures are a silly figment of the imagination. So why consider adding it to my project? Well, it seems that games based off lore are popular and probably are only going to increase in popularity, so I'm considering it as a way to attract that segment to my game once its completed (yeah, I've been working on it for years, and it'll probably be a couple more before its ready to test). And yes Im aware that adding stuff will drag out dev time more than it already is.

So what say the community about the idea?

#1
01/20/2005 (4:58 pm)
It's quite possible that someone would like your idea. On the other hand, if you think it is utterly f-ing stupid then chances are you don't see the same coolness in it. If you can't see the coolness, you will have a hard time designing your game in a way that brings that out. In other words, I think it is very hard to design a good game that you don't like. Stick with what you like. Stick with what you know. Make your game, not someone else's.