The New Spellsystem

Post » Thu Sep 02, 2010 12:03 am

One beef I have is with people who seem to think that spellmaking must automatically take the magic out of magic and make it feel like a spreadsheet. You don't have to have numbers and sliders! Imagine the spellmaking interface being more abstract. Like maybe you'd have a map of the stars, and you can add new stars to constellations, and it's brightness would determine magnitude while it's size would determine the duration. You could also pepper small stars near it to make it an area of effect spell.
User avatar
Anthony Diaz
 
Posts: 3474
Joined: Thu Aug 09, 2007 11:24 pm

Post » Wed Sep 01, 2010 9:45 pm

You don't swing swords by clicking mouse buttons either, should they ditch that as well?

Hyperbole. We're not tlaking about getting rid of a fundamental interface mechanic that you rely on to play. RPGs can work without spellmaking.

How do you buy a spell? I mean it's magic, it's not tangible, but they sell them like fruit at the market? I'd rather see spell buying removed, than spellmaking, it makes more sense.

Which was also something I didn't like in the old system. Hopefully with Skyrim and its new magic system, it can be done in a much better way (especially if the game is going to have people coming up to you asking for training, like has been mentioned a couple times; would be kinda silly to have people walk up and go "here, let me give you money for no effort on your part").
User avatar
Isaac Saetern
 
Posts: 3432
Joined: Mon Jun 25, 2007 6:46 pm

Post » Wed Sep 01, 2010 6:47 pm

One beef I have is with people who seem to think that spellmaking must automatically take the magic out of magic and make it feel like a spreadsheet. You don't have to have numbers and sliders! Imagine the spellmaking interface being more abstract. Like maybe you'd have a map of the stars, and you can add new stars to constellations, and it's brightness would determine magnitude while it's size would determine the duration. You could also pepper small stars near it to make it an area of effect spell.


Or...it could be handled in real time via button holding or pressing or mashing. I'd like that a million times better than stars or anything else that isnt' in real time.

Spell buying is a way worse offender to any point you've made than spellmaking will ever be, yet, it's the only means available in Skyrim for attaining spells(minus quest, etc,.)..


Correctable by making scrolls a much rarer thing in the world, and make them the way that spells are learnt. You'd buy scrolls from merchants, and then if you had a high enough level in the field you'd be smart enough to know how to learn the spell, and then you'd be able to use it. The spells you know would be represented as scrolls in your inventory, so if you ever wanna forget a spell just get rid of the scroll. You could even favorate some spells, like the character would devote those scrolls to memory, so even after the scrolls are gone you could remember a few spells at least.

I'd just like to see spells to be made in real time instead of a menu. Making them up on the fly would add a lot more fun to the actual casting of spells...instead of the only interesting part of magic being the menu where you make the silly things.
User avatar
Alyna
 
Posts: 3412
Joined: Wed Aug 30, 2006 4:54 am

Post » Wed Sep 01, 2010 12:31 pm

Hyperbole. We're not tlaking about getting rid of a fundamental interface mechanic that you rely on to play. RPGs can work without spellmaking.


GUI -> Graphical User Interface -> Spellmaking Menu -> You follow? To me, it is a fundamental interface mechanic of the "TES" series.

While the GUI is not always the best case scenario, this is reality, and without real magic, you can't just, well, magically make things happen in game, you need some sort of UI for the user to interact with.

That's all the spell menu is, does it take some of the mystery out of magic, perhaps, but i don't think this is the proper solution either.

See: Midas Magic - For a way better solution to creating spells. It keeps it mysterious, but still allows for spell creation, this system could be modified for general spellmaking, similar to how alchemy works.. (Creating the effects, by combing existing effects, etc,.)

See: Post below mine, option #3, for an example of what I'm talking about.
User avatar
Monika
 
Posts: 3469
Joined: Wed Jan 10, 2007 7:50 pm

Post » Wed Sep 01, 2010 8:42 am

Making spellmaking work on a game mechanics side is relatively easy. I have already suggested a balanced and easy to use method before, and won't do it again. Making it less spreadsheety is the problem, as Todd has said. I can think of a couple different ways to make spellmaking less spreadsheety:

  • The night sky thing that NazzerDawk mentioned at the top of this page.
  • In addition to merchant's having premade spells for sale, give them the ability to teach you custom spells. Just limit the strengths and types of effects available at each merchant. If you want to make awesome uber spells, you need to work for them, possible by working up through the Mage guild.
  • Use the same type of altars as before, but make so you build the spell in real time so you have to cast the effects on the altar or near it or something.
  • Or just say [censored] it and put it back how it was in Oblivion and Morrowind (aka: a perfectly fine system), then deal with the fact that this is a game and no matter how pretty you make a menu it is still a menu and that you have to use a menu eventually.

User avatar
No Name
 
Posts: 3456
Joined: Mon Dec 03, 2007 2:30 am

Post » Wed Sep 01, 2010 9:23 pm

Making spellmaking work on a game mechanics side is relatively easy. I have already suggested a balanced and easy to use method before, and won't do it again. Making it less spreadsheety is the problem, as Todd has said. I can think of a couple different ways to make spellmaking less spreadsheety:

  • The night sky thing that NazzerDawk mentioned at the top of this page.
  • In addition to merchant's having premade spells for sale, give them the ability to teach you custom spells. Just limit the strengths and types of effects available at each merchant. If you want to make awesome uber spells, you need to work for them, possible by working up through the Mage guild.
  • Use the same type of altars as before, but make so you build the spell in real time so you have to cast the effects on the altar or near it or something.
  • Or just say [censored] it and put it back how it was in Oblivion and Morrowind (aka: a perfectly fine system), then deal with the fact that this is a game and no matter how pretty you make a menu it is still a menu and that you have to use a menu eventually.


This.


Some people seem to think that the new contextual spells obselete spellmaking, but Fable 2 tried that...and so horrible. You would either throw insta-firebolts that did practically nothing, or you hunker down to charge up a big honking kamehameha fire explosion that just wiped everything out. Either useless or boring, not very good choices.

The new contextual spell system is awesome, enriches and adds on what was already one of the best magic systems in any rpg...but it's not a replacement for spellmaking. In fact, it could add so much to spellmaking.
User avatar
Steve Bates
 
Posts: 3447
Joined: Sun Aug 26, 2007 2:51 pm

Post » Wed Sep 01, 2010 10:59 pm

To me, it is a fundamental interface mechanic of the "TES" series.

Some of us and Bethesda don't agree. I can do without spellmaking as long as magic is still fun. I'm sorry if you feel otherwise (honestly; I know what it's like to lose a feature that makes the game extra fun for you). Maybe for TES6 they'll have worked on it enough to make spellmaking better than ever.

See: Post below mine, option #3, for an example of what I'm talking about.

I could see that being an interesting way to do it, yeah. I don't think it's something that can be thrown in this late in the process though, because custom spells have a pronounced effect on gameplay, and has to be properly designed with the game. Especially considering the archetype balance they've worked in with the known crafting abilities, just pushing it in now likely isn't wise.
User avatar
Richard Thompson
 
Posts: 3302
Joined: Mon Jun 04, 2007 3:49 am

Post » Wed Sep 01, 2010 10:51 am

It seemed to me, though, when the devs first talked about the magic system, that it was incomplete. It was obvious that they wanted several things and had no idea if they would be able to do them yet or not. They mentioned both spell making (they were "trying a few things") and combining spells (which they thought was really cool and would mess around with).

Because JUST having spells and the different new casting types isn't enough. We either get on the fly spell combining (fire + ice = steam spray) or we get spell making. I highly doubt we'd get both. But without one or the other, it seems to me that the magic system is definitely not finished yet, nor do they have a totally clear idea (At least at the time of the interview) which way they would end up going.
User avatar
Vivien
 
Posts: 3530
Joined: Fri Apr 13, 2007 2:47 pm

Post » Thu Sep 02, 2010 12:06 am

The question is, can all spells be used in all forms? Can you make a heal rune that heals you when it's triggered. Can you dual wield a healing spell? etc... On target stuff is easy as well as on self, we've had it in MW and OB. The flamethrower: do you have a choice of duration or is it just as long as you hold the button down? If you are doing constant damage as you hold down the button the only thing duration would do is unnecessarily increase the magicka cost per second. Assuming for sake of arguement, your flamethrower 3pts for 2 sec. would have a higher cost than just a 3pts. 1 sec (instant) effect just like in OB/MW. If a flamethrower spell just tics off damage/sec your higher cost effect with duration would just be wasteful. I don't know how the system works yet. Depending on how the game knows what form of spell you want to use (target, rune, flamethrower, two-handed, aoe) will affect how complicated spellmaking would be to use or implement in the game.

If certain spells are hardcoded to only be able to be used in certain forms this will also pose a problem for spellmaking. We just don't know how the devs have made it. If it is impossible, because of hardcoding, to cast Detect Life in any form, but "on self" with a duration and area/range trying to combine it with an on target, rune, etc... spell would cause conflicts that might effect gameplay/crashes.


I don't see the connection in spellmaking and enchantment. As far as I know, no matter how you enchant a weapon or armor or whatever, you don't have an option for flamethrower, two-handed, rune, on target effects like you can with spells. Thus there would be no conficts because most likely all weapons will be "on strike" and items would have constant effects like clothing, rings, etc...did in OB. Though I do agree with you on the one spreadsheety thing ok for one, but not the other.

I really do wish we have spellmaking. I'm just saying that with the information we have it is difficult to say if Bethesda is just being lazy on this subject (though I don't really think they are. they seem to be working really hard on making this game great) or if because of how the engine/code is designed there may be real conflicts that need to be addressed and other features that still need to be worked on makes it less likely for time to be put aside for spellmaking.

One thing I would find interesting if they do have spellmaking is an invisibility rune. would be a good way to lure a monster (if others are around that you don't want to aggro) to an advantageous area to fight. Lay down an invisiblity rune. let your magicka replenish, then fire at the monster. it runs to attack you, but triggers the invis right before it gets to you. It stands there like, "what the hell. he was right here". You move further back and do the same until you get the monster right where you want it to take it on, them BLAMO!


Doesn't matter, one effect could be the primary one, just like when making a fire damage and paralyze spell is either illusion or destruction, not both. So if we have more fire damage than healing, it could be the primary effect.
Even if they didn't do that, they can slap a filter on it that only allows spells with like forms.

It can be solved.

Hard coded spells are an issue for spellmaking if they are hard coded, which is bad programming period. If they do that, we can't mod spellmaking back in, and maybe not even any custom spells. Thats a serious problem, meaning the "mods will fix it" solution isn't valid, thats the point there.

And enchanting is brought up not because of different states. They are taking spellmaking out because it is "spreadsheety". Enchanting is very similar to spellmaking, and it has the same spreadsheety quality. Removing spellmaking, but bringing back enchanting is stupid because it negates their reason. If spreadsheety spellmaking is bad, why is spreadsheety enchanting?

Or...it could be handled in real time via button holding or pressing or mashing. I'd like that a million times better than stars or anything else that isnt' in real time.

Button mashing? No, thats terrible.

So what, you mash a few different buttons to "charge up" damage and area? That just sounds terrible. Who plays an RPG with button mashing, if there is button mashing in Skyrim I quit. Why don't we just make it a 3D fighting game like soul caliber
(no hostility to you, but IMO thats a terrible idea)
User avatar
Sophh
 
Posts: 3381
Joined: Tue Aug 08, 2006 11:58 pm

Post » Wed Sep 01, 2010 10:05 am

CON = Against spellmaking
PRO = For spellmaking
REAL = Likely but pessimistic guess

CON: Magic is mysterious and unknowable, and it should feel that way.

PRO: A group of enraged orcs confronts a mage. The mage dramatically wiggles his fingers and recites some mumbo-jumbo, hoping for a fireball. As the orcs charge, a giant ice cream cone pops into the mages hand. It's magic!**

REAL: Hiding stats makes some happy, others unhappy. No effect on gameplay or feel, but reduces the ability to fix bad design and develop custom strategy (and to roleplay for those who don't mind numbers).

------

CON: Magic should be learned through special quests and the like, not in a spreadsheet. For example: raiding an arcane tomb to find a legendary book of knowledge.

PRO: That sounds great. And what if I want to be the mage who writes the book?

REAL: 10-hour dungeon slog with a little FedX thrown in, great story, some cool characters, amazing lore. I take the book in my hands, and realize the spell isn't castable at level 10. No problem. I remember to take a look at it again at at level 16. Wait, what? The spell's totally useless and underpowered. Oh well, at least that amazing book jacket looks great on my shelf.

------

CON: The new system sacrifices spellmaking to allow a large variety of cool, new spells.

PRO: Less filling, tastes great.

REAL: Cool new animations and spell effects, plus some gimmicks. Half the spells are pointless.

------

**The point is: if you can control what type of spell you're casting, and how powerful it is, then a number or slider is an efficient GUI representation for that. Dislike is an aesthetic, not a logical, choice.
User avatar
Melissa De Thomasis
 
Posts: 3412
Joined: Tue Feb 27, 2007 6:52 pm

Post » Thu Sep 02, 2010 12:34 am

**The point is: if you can control what type of spell you're casting, and how powerful it is, then a number or slider is an efficient GUI representation for that. Dislike is an aesthetic, not a logical, choice.

Precisely. Plus you can have a lot of fun with it. I hope they do more fun spells like Midas Magic did this time, regardless of if they include spellmaking. A friggen rainbow of different elemental damage effects? [censored] awesome!
User avatar
lauraa
 
Posts: 3362
Joined: Tue Aug 22, 2006 2:20 pm

Post » Wed Sep 01, 2010 2:55 pm

nothing that has been said even suggests that spellmaking will be removed. the qoutes that are popularly pointed out seem to talk more about how using the spells is being radically reformed, which explains the new ways to use spells, flamethrower...etc. I have yet to see any devs post or say any thing along the lines about spell customization. they just said the spell system, that doesn't even indirectly imply spellmaking.
User avatar
Facebook me
 
Posts: 3442
Joined: Wed Nov 08, 2006 8:05 am

Post » Wed Sep 01, 2010 8:13 pm

If you can cast magic, it is expected that you at least have some level of understanding of magic. I rather liked the "spreadsheet" approach to spell making, because it says to the player "this can be done given your current skill" This is why a license is required to operate a motor vehicle, or run a business. To a person living a thousand years ago, an airplane or car is ludicrous. But today it is common knowledge. A skilled mage should have a such an understanding of the magic being cast, even if a "spreadsheet" is the only way to deliver that knowledge to the player in a manner that can be efficiently managed.
User avatar
gandalf
 
Posts: 3400
Joined: Wed Feb 21, 2007 6:57 pm

Post » Wed Sep 01, 2010 9:11 pm

I did like making my own spells, but it would be great if the spells actually all looked cooler and felt more "magicky". if they are in fact getting rid of spellmaking, here's hoping they get really creative with how the spells can work together/affect eachother.
User avatar
Jonathan Braz
 
Posts: 3459
Joined: Wed Aug 22, 2007 10:29 pm

Post » Wed Sep 01, 2010 11:33 pm

I did like making my own spells, but it would be great if the spells actually all looked cooler and felt more "magicky". if they are in fact getting rid of spellmaking, here's hoping they get really creative with how the spells can work together/affect eachother.

If they drop spellmaking they better make damn sure the spells are interesting. A quote from somewhere in these forums, not sure where:

Tap for your basic charm spell, hold for massive AoE charm spell. Your character throws glitter in the air yelling "Let's get this party started!" and suddenly the entire room becomes a ecstasy induced rave.


Btw.. don't even think about it Bethesda. This is a mod I am releasing. you can't have it. :toughninja:
User avatar
FirDaus LOVe farhana
 
Posts: 3369
Joined: Thu Sep 13, 2007 3:42 am

Post » Wed Sep 01, 2010 8:02 am

if they are in fact getting rid of spellmaking, here's hoping they get really creative with how the spells can work together/affect eachother.

That's already been done. They called it Final Fantasy VII.
User avatar
sam westover
 
Posts: 3420
Joined: Sun Jun 10, 2007 2:00 pm

Post » Wed Sep 01, 2010 1:44 pm

I rather liked all the numbers in the magic system.
It made magic feel like an academic and studious science which given all of the universities and literature, it was.
But i'll wait till the final release to pass judgement.
User avatar
Everardo Montano
 
Posts: 3373
Joined: Mon Dec 03, 2007 4:23 am

Post » Wed Sep 01, 2010 9:20 pm

Doesn't matter, one effect could be the primary one, just like when making a fire damage and paralyze spell is either illusion or destruction, not both. So if we have more fire damage than healing, it could be the primary effect.
Even if they didn't do that, they can slap a filter on it that only allows spells with like forms.

It can be solved.


Only allowing spells of like form would limit some options. Hope that isn't necessary. Not really concerned what the primary effect would be (actually wish it was controllable no matter what spell was the most dominant. If you combine fire and frost and frost is the most powerful I would still like to make the fx the fire one) unless I'm misunderstanding your meaning. I just wasn't sure if you did a fire rune that was combined with Detect Life would you place down the rune and only the fire would trigger when crossed and the detect life take effect on self at the time of casting or when the rune is triggered? I really hope spellmaking is in as I used it quite a bit in OB. Not as much in MW, but still used it.

Hard coded spells are an issue for spellmaking if they are hard coded, which is bad programming period. If they do that, we can't mod spellmaking back in, and maybe not even any custom spells. Thats a serious problem, meaning the "mods will fix it" solution isn't valid, thats the point there.


I really don't know much about coding or game design so I will take you at your word. I only mentioned it as it was mentioned in this thread and made me think. I could be completely wrong on this issue.

And enchanting is brought up not because of different states. They are taking spellmaking out because it is "spreadsheety". Enchanting is very similar to spellmaking, and it has the same spreadsheety quality. Removing spellmaking, but bringing back enchanting is stupid because it negates their reason. If spreadsheety spellmaking is bad, why is spreadsheety enchanting?


Actually I agreed with Orzorn on that at the end of that paragraph. If spreadsheety was one of the reasons they took out spellmaking it would be hypocritical to put in Enchanting with a spreadsheety system. Maybe Enchanting will work in a different way to get away from the spreadsheat feel. Don't know. If, however, the issue was compatability between the new system and how spells work vs. spellmaking then I disagreed with the anology. Sorry if I misunderstood.

The whole spreadsheet system never really bothered me. But I like the idea above of working real time at an altar (I think more real time aspects instead of pausing with a menu would be a better way to go: lockpicking, persuasion, smithing, etc... included.) It would be interesting if every spell effect (fire, paralyze, invisiblity) had it's own icon/symbol and as you added an effect to a custom spell your character waved their hands over the altar and a glowing symbol for the effect you are adding appeared over the altar then would meld with the altar or scroll if they used that as a method of learning spells. Icons for spell effects (with names) could run along the edge of the screen (top, bottom, or side) with the adjustments, however handled, on the opposite edge, leaving the middle open to view your surroundings.
User avatar
Nice one
 
Posts: 3473
Joined: Thu Jun 21, 2007 5:30 am

Post » Wed Sep 01, 2010 7:56 pm

I like the "new" approach. Game balance is more important than having like 100000+ spell combinations.
User avatar
Elea Rossi
 
Posts: 3554
Joined: Tue Mar 27, 2007 1:39 am

Post » Wed Sep 01, 2010 11:34 pm

i have hope that there will be hidden effects.....todd mentioned it so i think it might be very likely
User avatar
Project
 
Posts: 3490
Joined: Fri May 04, 2007 7:58 am

Post » Wed Sep 01, 2010 9:18 pm

Okey, I'll be more clearer:

I'd like different spells to actually be different, not just a little bit bigger or mixed up with other spells.There's no need for having hundreds of the same spell with different attributes in them. I'm pretty sure there are going to be less spells, but they're going to be more unique and probably also scales with your skill.
And if they can actually implement the spell combinations, it would make spellmaking completely pointless.
User avatar
Batricia Alele
 
Posts: 3360
Joined: Mon Jan 22, 2007 8:12 am

Post » Wed Sep 01, 2010 10:33 am

Game balance is more important than having like 100000+ spell combinations.

Not in a TES game.
User avatar
Spooky Angel
 
Posts: 3500
Joined: Thu Aug 10, 2006 5:41 pm

Post » Wed Sep 01, 2010 1:42 pm

Clearly, you must be trolling. What if I want to combine more than 2 effects?


No trolling. What if I want to wield 4 swords? Ridiculous? Life as a fighter is full of limits. So should the life as a mage. Also, in order to be balanced, magic "power" has been brought down considerably, adding a bunch of complexity instead. Leading to a situation where AI mages are much less powerful than a player mage who knows how to exploit this. If magic is "simplified" by removing spell builder (also has potential problems as already described in the thread), where you instead get more powerful magic (that also the AI benefits from), I'll take that deal any day. In dice games where we can trick as much as we feel like, there is always a GM stopping us if things get out of hand.

I'm convinced I won't miss spell making, and if a mod reintroduces it, I'm equally convinced it will feel overpowered compared to the rest. And don't get hung up on "simplified", remember we *are* getting other things to magic. I'm no fan of dumbing down the game.
User avatar
Cathrine Jack
 
Posts: 3329
Joined: Sat Dec 02, 2006 1:29 am

Post » Wed Sep 01, 2010 11:29 am

The only flaw in this system is without being able to custom make spells than mage combat becomes stale.



Still, I'm very sceptical about not being able to create my own spells. I like my summon x and invisibilty on self spell.



I don't mind the removal of spell creation really. Think about it like this: now we have a reason to learn new spells from NPCs. In Oblivion I pretty much used my custom spells and had almost no need to buy from NPCs. It made the guys who sell spells useless.


Lets all try to remember people that removal of spellmaking has NOT been confirmed. All that has been mentioned is the fact that it was a bit of a wild card and as mentioned feels too spreadsheety. There are multiple ways that the devs could get around this and revamp it, it only takes a little thought and a fresh idea.

I'm happy with how the new system looks, and spell creation would really be the iceing on the cake...
User avatar
gemma
 
Posts: 3441
Joined: Tue Jul 25, 2006 7:10 am

Post » Wed Sep 01, 2010 9:37 am

Here is a nice discussion about why magic loses its magic and becomes mundane:

http://www.irontowerstudio.com/forum/index.php/topic,1950.0.html

Now to make this discussion into a discussion... some prefer spell making, some prefer unique effects. The truth is: If Bethesda can make a spell in game, the same spell can be made editable and thus made into a spell making (regardless of how unique it is). With a little brainstorming spell combining also comes to life.
If there is not spell making in Skyrim. it is definitely a loss, but maybe you should look at it as a temporarily sacrifice, as they want to introduce new spell types and then later add spell making when they get the time/resources/knowledge they need.
People like spell making and Bethesda will make it, the only question is will it be available on 11.11.11
If they postpone spell making to make a better magic, I am OK with that.

It would be nice not to widen the topic on to the discussion about aesthetics or GUI and keep to spell mechanism. Not that aesthetics and GUI are not important but they simply should be discussed elsewhere.
User avatar
Stephanie Kemp
 
Posts: 3329
Joined: Sun Jun 25, 2006 12:39 am

PreviousNext

Return to V - Skyrim