Monday, February 9, 2009

On commonly-used magic systems (2/?)

(continued from last)

Curiously, both of these strictly-dualistic systems derive from more complicated, less perfectly orthogonal systems. The Final Fantasy series has historically (I-VI) used Fire, Ice, and Lit (aka Bolt, aka Lightning) as elements, with a random potpourri of other unrelated spells: while Fire and Ice oppose, Lightning stands somewhat apart. This in turn stems from AD&D, in which the three most accessible and consistently used damage types were fire, cold, and electric. Chrono Trigger's magic system was similar, in that it used Fire, Water (incl. Ice), and Lightning: the three could combine to form the fourth magic type, Shadow.

This, too, is a common extension: Persona 3, for instance, used Fire/Ice, Lightning/Wind, and Light/Darkness (the last two only existing as instant-death magics), but had an additional, "Almighty" pseudo-element which could not be blocked nor resisted. Many of the Final Fantasy series have had non-elemental Flare or Ultima spells.

Of course, some elemental systems have no concept of "opposing" elements at all. The Chinese classical elements (a source of inspiration sadly underutilized amongst game designers) consists of five elements — fire, water, wood, metal, and earth — each of which supports one element, is supported by another, undermines a third element, and is undermined by the remaining. (This is usually shown as a directed version of K5, with two separately colored cycles.) Skies of Arcadia's system of elements simply eschews any sort of underlying symmetry.

(TBC)

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