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Roguelike Radio

Episode 155: Magic Systems

Jul 26, 2020
Creating magic systems beyond traditional fire and ice bolts, delving into depth and interlocking systems, the ongoing debate on scientificity of magic, examples of inventive magic systems in roguelike games, the mental ordeal of banishment in Dungeon Crawlstone Soup, capturing horror and unknowable magic, proposing improvements for magic scrolls, and personal fascination with magic systems in games.
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Podcast summary created with Snipd AI

Quick takeaways

  • Creating a sense of mystery and novelty is essential in designing magic systems.
  • There is a trade-off between customizable and pre-designed magic systems, with the need for balance to avoid broken gameplay.

Deep dives

Making Magic Feel Mystical and Unknowable

The podcast episode explores the challenge of making magic in games feel mystical and unknowable rather than just a system of predictable and flashy effects. The speakers discuss the importance of capturing the subtle and mood-changing aspects of magic, inspired by Tolkein's work. They highlight the use of songs in the game Silt to evoke the spirit of particular things or concepts, with mechanical effects tied to the songs. They also discuss the difficulty of representing mental magic or illusions in games and the need for deep systems to support such effects. Overall, the speakers emphasize the significance of creating a sense of mystery, novelty, and the unknown in magic systems.

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