Spells and Magic

Post » Fri Jan 22, 2010 6:34 am

Something I think would be great for magic would be a visual difference between weaker spells and strong spells, both in how the spell itself looks and the effect of the spell on it's target. Weak destruction spells should do a little damage, and maybe knock the target back a step. Strong spells should do considerable damage and possibly throw the target back a few feet, or at least knock them down.

Another thing I was thinking about was being able to sort of "charge" your spell to increase it's effect. What I mean by this is you hold the "cast" button, and your player starts to form the spell between his hands, and slowly builds up it's power (at a cost of magicka, of course). Then, when you charge it to the point you want, you can cast it. Also, these charged spells should have an added visual (as well as damage, obviously) effect on it's target.

And another thing that would be awesome, that I've seen mentioned before, is the ability to shoot a constant stream of destruction spells. For instance, instead of throwing one fireball, you shoot a stream of fire at the target until you stop, or you run out of magicka. With shock spells, instead of hitting them with a short stream of lightning, you can hit them with a long, drawn out one (think The Emperor from Star Wars).

This video shows a lot of great stuff that should be put into Skyrim: http://www.youtube.com/watch?v=bv7WeZmj2G0

To see the charged up fireball, skip to 2:45. However, you should watch the whole video. The combat is quite overpowered, but a lot of the spells would be great things to add (albeit a little nerfed, for balance).
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JLG
 
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Post » Thu Jan 21, 2010 10:38 pm

This video shows a lot of great stuff that should be put into Skyrim: http://www.youtube.com/watch?v=bv7WeZmj2G0


wow alot of that stuff puts oblivion's spell system to shame.
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maria Dwyer
 
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Post » Fri Jan 22, 2010 9:09 am

wow alot of that stuff puts oblivion's spell system to shame.

The link doesnt work, can you add another video?
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ezra
 
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Post » Fri Jan 22, 2010 8:27 am

The link doesnt work, can you add another video?

i repaired the link
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Kelsey Hall
 
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Post » Fri Jan 22, 2010 8:29 am

I see the need for more spell effects to be most pressing, although some good points were made about the visuals. (If I charmed someone, why should it announce it to the world with puffs of green smoke?)
So for spell effects we could have teleporting spells, different elemental-related spells (drawing lightning from the sky to ground, creating a blizzard), physics based stuff, curses

We also need more types of casting, channeling would be very useful for some spells and it offers balance since you can only channel 1 spell at a time.
And example of channeling would be something for absorbing health, or casting a continuous flamethrower. Shield spells could be powerful and still balanced in a channeling form.

A significantly better hotkeying system.
Perhaps you could hotkey a set of hotkeys. Each set could be something else, combat spells, travel and movement spells, defensive spells, weapons, etc
So if you can have 5 sets of hotkeys, and 8 hotkeys, thats 40 hotkeys. Im pretty sure every mage would like a system like this, in someway.
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Rhiannon Jones
 
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Post » Thu Jan 21, 2010 8:13 pm

i repaired the link

This is just one million times better than oblivion, what they were thinking when they were making the magic actually!!!!!! it fails really bad!!!!!
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Chase McAbee
 
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Post » Fri Jan 22, 2010 12:20 am

I agree that my method or explanation isn't the most efficient, but neither is it beyond game engine technology, like I said take a look at Two Worlds II, which is already released in Europe, and works great on both consoles and PC. That being said, it's not necessary to do it the way I described, and I will grant that. There are a lot of things that could be done to make spells more epic looking without taxing the engine too much, namely theatrical effects, but while these would make things look cooler, its questionable rather gamers would embrace them or shy away from them because they are outside the typical TES approach.

For example, anyone who's watched Lord Of The Rings, can remember with relative clarity the sequence of scenes in the deeproads, or the many other appearances of Gandolf after he become the Gandalf The White. In each of the sequences, darkness was embraced much more in dungeons, and night scenes, or even in scenes where there was merely a bright light. This effect could be simulated with relatively little effort in game creating a sort of consuming darkness feel in dungeons that would make the light spell, or any spell feel much more vibrant, and powerful, clashing with the darkness, and creating a anagogic, arcane, or cabalistic feel.

This effect of course wouldn't be applied universally, but could be applied to just about all spells in direct relation to the power of the spells. Natural forces, could create a a degree of wind in the immediate presence of the caster whipping his robes or hair, the animation could be slowed down during the casting of more powerful spells (With the option to disable these effects in the menu), and if the spell produces light, they could simulate the spell consuming the light around it giving the effect of a radiating power surrounded by darkness as previous mentioned, but this effect could also be applied during the day. The combination of all these effect in various degrees for various spells in varying intensity based on spell-power, would be enough alone to give more depth and feeling to the power of spells, and make a spellcaster feel more satisfying as he powered up.

I really like this take on how animations should scale. AOE spells already have an explosion force, and if clothing physics were included a smaller puff could easily be added to casting larger spells. Additionally, if there is channeling or charged spells, it could be a continuous 'wind' just by putting the poof effect on strobe.

-Magicka pool from int increased, or spells made cheaper.
-Magicka regen from willpower increased.

Just want to bring up these two, and I agree with the rest of the post except the frozen solid part. Nothing terrible with it, just not my cup-o-tea.

As far as magicka pool or cheaper spells I think that is a cost scaling to level issue. Possibly with Willpower helping in a minor way to reduce the cost of spells. Secondly, the regen rate of OB seemed particularly fast for me. My vote would have to go towards slowing it down a tad.
(This is with the idea that level scaling is fixed and battles become more reasonable)

You mean that the new technology of the game wont be able to handle spell animations, etc? then i doubt that it will have any revolutionary elements, because except magic and maybe fight a little bit the other elements werent lacking so much, and of course i wont buy a game to see things like dragons which already exist on games nowdays

I mean the idea of realistic burning, however cool, might not go along well with that wooden mead hall that the devs built. That kind of architectural damage seems a bit much. I am sure smaller scale things, like patches of hay or scorch marks, could be done in this engine.
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Josephine Gowing
 
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Post » Fri Jan 22, 2010 7:48 am

How about when you use a spell that affects your vision your eyes change color.
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Aliish Sheldonn
 
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Post » Thu Jan 21, 2010 9:17 pm

Oh, I just thought of another thing. They should totally add another casting option for spells to be cast "on strike", meaning that if you play as a say battlemage, the spell is charged into your sword and released when striking an enemy (think gandalf killing the balrog ^^). They could also add it as a temporary imbuement of your weapon with magic as a buff of sorts, lasting for a set amount of minutes and giving your weapon an extra spell effect for the duration. This would really make playing as a battlemage more fun and would probably look awesome if pulled of correctly :)
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Gemma Woods Illustration
 
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Post » Fri Jan 22, 2010 5:44 am

Oh, I just thought of another thing. They should totally add another casting option for spells to be cast "on strike", meaning that if you play as a say battlemage, the spell is charged into your sword and released when striking an enemy (think gandalf killing the balrog ^^). They could also add it as a temporary imbuement of your weapon with magic as a buff of sorts, lasting for a set amount of minutes and giving your weapon an extra spell effect for the duration. This would really make playing as a battlemage more fun and would probably look awesome if pulled of correctly :)


wouldn't that fall more into enchantment?
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Rachael Williams
 
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Post » Thu Jan 21, 2010 7:09 pm

I really like this take on how animations should scale. AOE spells already have an explosion force, and if clothing physics were included a smaller puff could easily be added to casting larger spells. Additionally, if there is channeling or charged spells, it could be a continuous 'wind' just by putting the poof effect on strobe.


Just want to bring up these two, and I agree with the rest of the post except the frozen solid part. Nothing terrible with it, just not my cup-o-tea.

As far as magicka pool or cheaper spells I think that is a cost scaling to level issue. Possibly with Willpower helping in a minor way to reduce the cost of spells. Secondly, the regen rate of OB seemed particularly fast for me. My vote would have to go towards slowing it down a tad.
(This is with the idea that level scaling is fixed and battles become more reasonable)


I mean the idea of realistic burning, however cool, might not go along well with that wooden mead hall that the devs built. That kind of architectural damage seems a bit much. I am sure smaller scale things, like patches of hay or scorch marks, could be done in this engine.

Well architectural damage is not my main issue, what i care for is that the spells should make you feel that you are a mage (something which is done very beautifull on Dark Messiah) they should have an impact somehow, visually or with the animation as you scale up, its rediculous to be a master mage and not be able to bring down the skies or manipulating the elements around you, thats what a mage is, in oblivion no matter how trained you are you must be carefull of the monsters around you which means you should at least carry one weapon, well mages dont carry weapons, because they have their spells, if i want to carry weapons i go for a fighter or a battlemage
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Stat Wrecker
 
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Post » Fri Jan 22, 2010 2:31 am

This is just one million times better than oblivion, what they were thinking when they were making the magic actually!!!!!! it fails really bad!!!!!


Yea, and that game is like 4 or 5 years old. There's no way Bethesda hasn't taken any notes from games similar to that. Hopefully they can get it to look somewhat like Dark Messiah.
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CHANONE
 
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Post » Fri Jan 22, 2010 6:26 am

A side note, and this is not to say being more inventive with the spells is impossible, but the TES spells list is much more extensive than DM, if that video had all the DM spells.
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Marilú
 
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Post » Fri Jan 22, 2010 10:36 am

A side note, and this is not to say being more inventive with the spells is impossible, but the TES spells list is much more extensive than DM, if that video had all the DM spells.

To be honest all the spells of oblivion are nothing compared to the inventiveness of Dark Messiah, no matter how much less spells it has
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Syaza Ramali
 
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Post » Fri Jan 22, 2010 10:18 am

To be honest all the spells of oblivion are nothing compared to the inventiveness of Dark Messiah, no matter how much less spells it has


This.

I don't care how many spells Oblivion had. They were ALL the same anyway, and they had no "wow" factor to them. No epicness. You didn't feel powerful when using your spells. DM is completely different.
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Miss Hayley
 
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Post » Fri Jan 22, 2010 9:12 am

And that is all good and well but my point is more the utility of magic in TES compared to the combat of magic in DM. I'm pretty sure a few people are going to hate me for bringing this up but back in MW the list was much bigger and "combat spells" were Destrucion, Conjuration, some of Mysticism and some of Alteration, and Paralyze. Thats about half.

If you want to delegate that kind of an "epic-ness" system to the combat, thats fine. Again, I am not against it. But at the same time I don't particularly need to see my character shaking when he is opening a lock.

And I disagree for taking DM's magic system over TES's, though TES's could still be improved.
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pinar
 
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Post » Fri Jan 22, 2010 2:34 am

And that is all good and well but my point is more the utility of magic in TES compared to the combat of magic in DM. I'm pretty sure a few people are going to hate me for bringing this up but back in MW the list was much bigger and "combat spells" were Destrucion, Conjuration, some of Mysticism and some of Alteration, and Paralyze. Thats about half.

If you want to delegate that kind of an "epic-ness" system to the combat, thats fine. Again, I am not against it. But at the same time I don't particularly need to see my character shaking when he is opening a lock.

And I disagree for taking DM's magic system over TES's, though TES's could still be improved.

But nobody said anything about locks, we say when you use a destruction spell on master level, yes this should have an impact it should be really something, for me DM is far superior from TES and i dont get how you see the opposite, if we take things like you say then animation and visuals doesnt matter at all, our mage could just read a mystical scroll and thats it, nothing else the spell is done
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Kat Ives
 
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Post » Fri Jan 22, 2010 10:46 am

Ok, it wasn't actually specified.
And animations are on my short list. Hell, I didn't care one bit if I swung at a guy 50 times to see my sword glide through him 49 undamaged times in Morrowind. :)
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Max Van Morrison
 
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Post » Thu Jan 21, 2010 7:46 pm

Thread merged.
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Robert Bindley
 
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Post » Fri Jan 22, 2010 11:09 am

Yep, I'm in this entirely for my ego. :turtle:
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Christine Pane
 
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Post » Fri Jan 22, 2010 2:19 am

Ok, it wasn't actually specified.
And animations are on my short list. Hell, I didn't care one bit if I swung at a guy 50 times to see my sword glide through him 49 undamaged times in Morrowind. :)

I get what you re saying but i dont mean something very exaggerated, atleast when you are still an apprentice, but something inventfull that portrays the mysticism and power of the mage, something balanced thet gets big when it needed or the opposite, the main idea for me is that the mage should be fanctional only with his spells nothing else, otherwise he is a battlemage or whatever, actually for me on oblivion you can never be a pure mage no matter how much intelligence you have
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Abi Emily
 
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Post » Fri Jan 22, 2010 6:12 am

Thread merged.
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Meghan Terry
 
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Post » Fri Jan 22, 2010 1:28 am

That is more a level scaling issue. The enemies with 50k health and all that.
But yeah, I recognize what you are getting at too. [Jimis]

[edit]
Actually I didn't archmage. It wasn't quite so obvious. So if it offended you I can throw the link in the OP, and that would actually be something good to do anyway.
And for a future note, try coming in without the guns blazing.
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Scared humanity
 
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Post » Fri Jan 22, 2010 8:26 am

And that is all good and well but my point is more the utility of magic in TES compared to the combat of magic in DM. I'm pretty sure a few people are going to hate me for bringing this up but back in MW the list was much bigger and "combat spells" were Destrucion, Conjuration, some of Mysticism and some of Alteration, and Paralyze. Thats about half.

If you want to delegate that kind of an "epic-ness" system to the combat, thats fine. Again, I am not against it. But at the same time I don't particularly need to see my character shaking when he is opening a lock.

And I disagree for taking DM's magic system over TES's, though TES's could still be improved.


No I completely agree with you, in fact some spells need to subtle to begin with Illusion in Oblivion was to be frank entirely too obvious, and actually like to see a reverse. Think about this from the perspective of Paper and Dice Role-Play games, you have Gestures, Vocal, and Material components to all spells... For Illusion you'd want the exact opposite effect from other spells, at low levels spells would emit unwanted light sources, require excessive movements, and maybe even attention grabbing vocalizations, however as you leveled up these would go away, starting with the green smoke or lights, and the gestures would become more subtle, and you could mumble or quiet the vocal components, and eventually as a master you wouldn't even need them and the spell would happen pretty much at will.

On the split side, more complex destruction spells would warp the surrounding world, draw in elements, change the lighting, and have more effects the more advanced the mage, merely because of their destructive nature. The low level mage would merely create a small ball of fire, with nothing particularly special about it, a high level mage would have you questioning if it was just fire, or some new apocalyptic element ripping at the very fabric of space and time.

Most of these issues have already been addressed, and solved in the very rich history of Role-Play gaming, because of this, I severely doubt that Bethesda has any intent on improving this functions, it is a utility game, and in spite of Oblivion moving towards the graphical, this game has never really focused on graphics as a primary game point. That being said, yes,opening locks, charming characters, frenzying them, chameleon, invisibility, and similar spells should all have subtle to no 'tells' at higher levels, where-as more destructive and less utility or discrete spells should become increasingly graphically intense, perhaps even causing lightening, fire, and meteors to rain from the sky, fissures to open in the ground, and wind to reach hurricane force speeds... Although this is TES, so don't count on it.
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Post » Fri Jan 22, 2010 5:43 am

Thread merged.
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