<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-3121956247039263530</id><updated>2011-04-21T21:37:10.340-07:00</updated><category term='Design'/><title type='text'>Zac on Blogger</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://zaconblogger.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3121956247039263530/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://zaconblogger.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Zac Davis</name><uri>http://www.blogger.com/profile/06674875754377614197</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>1</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-3121956247039263530.post-1385359133003500211</id><published>2008-07-01T08:54:00.000-07:00</published><updated>2008-07-01T09:11:36.814-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Design'/><title type='text'>Making Magic Macigal Again</title><content type='html'>Think back to those &lt;a href="http://en.wikipedia.org/wiki/Interactive_fiction" target="_blank"&gt;old  interactive fiction games&lt;/a&gt;.  Remember them?  Yeah, those were the good old  days, or so I've been told.  It's not like I was around for them.  I have played  some of those games, though.  And, I'm actually in the process of creating a  design document for one.  I'll keep you updated on it.  Anyhow, remember how you  could type STATS, and the computer would spit everything back at you in  numerical and fractional form, such as: &lt;blockquote&gt; &lt;p&gt;Health:  45/50&lt;/p&gt; &lt;p&gt;Magic:   5/47&lt;/p&gt;&lt;/blockquote&gt; &lt;p&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp3.blogger.com/_ne87A8LEpn8/SGpWzRreybI/AAAAAAAAAAQ/gEaULbrPylc/s1600-h/240px-Doom_ingame_2.png"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer;" src="http://bp3.blogger.com/_ne87A8LEpn8/SGpWzRreybI/AAAAAAAAAAQ/gEaULbrPylc/s320/240px-Doom_ingame_2.png" alt="" id="BLOGGER_PHOTO_ID_5218078557181233586" border="0" /&gt;&lt;/a&gt;Let's take a look at &lt;a href="http://en.wikipedia.org/wiki/Doom_%28video_game%29" target="_blank"&gt;Doom&lt;/a&gt;.   Doom had an extremely unique and intuitive feature in it's HUD.  It was simply a  head, your head, that is.  Your head got bloodier, and bloodier as you lost  health.   Likewise, it healed as you gained health.  The face would also give an  evil smirk when you picked up a weapon.  This display technique was great, and  very refreshing.  On the downside, Doom also had a stupid health counter, which  was redundant, and a mistake on the designers' part.  Now you have two ways to  watch health, and there's obviously a superior way, the numbers.  "Numbers don't  lie," goes the saying, and it holds true here.  If I want to know exactly how  much health I have left, I just take a gander at the numbers.  If there was only  the head as a health indicator, the game would have been harder, more  interesting, and a lot more realistic.&lt;/p&gt; &lt;p&gt;The same concepts should be applied to magic.  We are still using the same &lt;a href="http://en.wikipedia.org/wiki/Dungeons_and_Dragons" target="_blank"&gt;Dungeons  and Dragons&lt;/a&gt; formula we have been using forever.  Yeah, that formula of  calculating the exact stats in front of everyone is great for the game, because  it shows you aren't cheating, but video games work invariably different.  The  player or players should not see the calculations or display of any numbers when  it comes to magic, as this should be hidden away in the code, and left there to  stay.&lt;/p&gt; &lt;p&gt;Magic stems from the needs of our human race to explain and control all  things.  Magic does not follow any rational laws, and therefore shouldn't be  treated rationally.  Magic is a basically a load of rubbish, and never when  presented in our world, does it have a set number of uses.  This may sound  stupid to a programmer, who has probably always used numbers to describe  everything, but how can you describe the indescribable?  Well, you can't, at  least with direct numbers.  Granted, we have graduated to the use of bar graphs  and the like to display the numbers in a more indirect fashion, but this way  still doesn't show a realistic view of magic.  As it is just a percentage, which  is one number divided by another number.  Again, with the numbers.  We need to  stay away from them as much as possible with magic.&lt;/p&gt; &lt;p&gt;In our games, magic is always the welcomed gift of the 3rd person of a four  person party, or the sidekick of the hero who will get all the credit .  If you  were a wizard, would you sit around counting up your Mana, and saying, "Oh,  darn, only enough for one more &lt;em&gt;Lightning Strike&lt;/em&gt;,"?  In real world  magic, Mana doesn't exist.  There' an infinite amount of uses, as I said before,  and in games, magic should be treated the same way.  On the subject of real  world magic.  People revere it, they don't think of it as everyday stuff.   There's no "Oh, hey, another one of these magic rods, this might be handy."  If  I picked up a &lt;em&gt;Magic Staff +2 Fire, &lt;/em&gt;I'd be like, "Holy crap!  A staff  full of fire!  I hope it doesn't kill me!"&lt;/p&gt; &lt;p&gt;If we treat magic exactly how we treat it in the real world, we'll be able to  to more accurately portray it in our games, and consequently create more  intriguing and interesting games that more people will play.&lt;/p&gt; &lt;p&gt; &lt;/p&gt; &lt;p&gt;&lt;em&gt;Thanks for reading the first post of my blog.  Let me know what you think, and if you have any post ideas, please,  feel free to share them.&lt;/em&gt; &lt;em&gt;&lt;br /&gt;&lt;/em&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3121956247039263530-1385359133003500211?l=zaconblogger.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://zaconblogger.blogspot.com/feeds/1385359133003500211/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3121956247039263530&amp;postID=1385359133003500211' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3121956247039263530/posts/default/1385359133003500211'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3121956247039263530/posts/default/1385359133003500211'/><link rel='alternate' type='text/html' href='http://zaconblogger.blogspot.com/2008/07/making-magic-macigal-again.html' title='Making Magic Macigal Again'/><author><name>Zac Davis</name><uri>http://www.blogger.com/profile/06674875754377614197</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://bp3.blogger.com/_ne87A8LEpn8/SGpWzRreybI/AAAAAAAAAAQ/gEaULbrPylc/s72-c/240px-Doom_ingame_2.png' height='72' width='72'/><thr:total>0</thr:total></entry></feed>
