this post was submitted on 20 Oct 2024
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[–] Ephera@lemmy.ml 47 points 4 weeks ago (7 children)

The Magic System was simplified, but was made more reactive with things like igniting oil spills

Man, fuck oil spills. You walk into the first dungeon, you set fire to an oil spill with a spell. Then you'll try dropping one of those laterns, which are always conveniently placed above the Exxon Valdez. And then, that's it, the fun is over, the joke is told, that's all you can do with oil spills.

I'd also really like to know what other examples there are of it being more reactive. You can't freeze the ground to make enemies slip. You can't zap a river to fry some fishes. You can't set fire to wood.

It really feels like some dev thought to themselves, we've got oil lamps, maybe we could have some of that drip out, and then the Sweet Little Lies guy said fuck yes, put lakes of oil into every dungeon, so I can claim we've made the magic system more reactive or some shit.

[–] jjjalljs@ttrpg.network 4 points 4 weeks ago (2 children)

The larian games have some interesting interactions beyond just oil. You can make people slip on ice.

The old Magicka game also had some fun interactions that more games could learn from.

[–] Ephera@lemmy.ml 1 points 4 weeks ago

Yeah, playing Magicka when I was young certainly set me up for disappointment. I thought by now, all sorcery games would have ways of combining spells. Alas, the need for high-fidelity 3D graphics has nipped that in the bud, because creating good-looking animations for so many combinations is nigh impossible...

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