Posts Tagged magic
The Magical World of Final Fantasy IV
Posted by The Management in design, games on October 16, 2010

Every couple of years I find myself replaying Final Fantasy IV. Part of the reason is a steady stream of remakes coupled with a bit of nostalgia, but an even bigger part is that FF IV is actually a really good game.
Like many RPGs, FF IV is an abstraction of a fantasy world. Its planet is peppered with just a few notable locations, and each of its kingdoms comprises only a handful of houses. Beyond these somewhat awkward limitations, though, the setting is structured in a very interesting way.
The feudal world is pretty standard, but it’s also infused with numerous traces of human religion and mythology. The summoned monsters include deities from Norse, Greek, Hindu and Arabic legends, and there’s even a couple of weapons made famous for being wielded by Arthurian and Japanese heroes. None of these elements are logically tied together, but they represent iconic touchstones of many cultures, ensuring that most people who play FF IV will find aspects of it that are familiar yet mysterious.
The game’s own original mythos also revolve around crystals and the moon, both of which contain a plethora of mystical associations. While all these elements might not make for the most original setting, they do create an aura of magic and intrigue that’s more universal than the series’ later focus on hyper stylized aspects of Japanese pop culture.
FF IV’s world does not change based on the player’s choices, but its storyline fuels numerous large-scale events: Leviathan attacks and sinks a ship, dwarf tanks battle an invading force, the Giant of Babel wrecks havoc on the planet’s surface, etc. A further sense of life is added to the overworld through various modes of transportation: yellow and black chocobos, the hovercraft, and three different types of airships.
On a smaller-scale, the towns are filled with their own personal touches. The citizens of Agart ponder the legends of their subterranean ancestors while bomb shards are scattered throughout the ruined village of Mist. The towns are populated by a sparse cast of supporting characters, but each locations has its own distinct layout and overall feel. Many are also associated with individual dungeons and offer unique items for sale, promising exotic upgrades just around the corner.
Aside from facilitating a varied pace and providing background depth, towns also help to make the setting come to life. By physically travelling from one location to another, the player discovers the layout of the world and how to orient himself within it. This might not seem like a big deal, but it’s a much more immersive approach than a linear series of videogame levels. Simply put, the cohesiveness of the world anchors the player and helps to suspend his disbelief.
The dungeons are also varied, but they don’t rely on dubious one-time gameplay gimmicks common to current day JRGPs, e.g., sneaking into a guarded compound. Since the game’s story dictates which characters are in the party at any given time, the treasures in each area are also conveniently synced with the player’s troops.
In addition, the dungeons contain lots of secret passages and some unique attributes — e.g., the damaging tiles leading to Feymarch that require Float to be cast on the whole party, or the Lodestone Cavern where wielding metal equipment brings instant death — but the greatest variety comes through in the battles.
And FF IV has a great battle system.
Each character’s profession is reflected in combat, bringing together story and gameplay. Kain the Dragoon utilizes massive aerial attacks, black and white mages cast offensive and defensive spells respectively, Edward the bard-prince strums along songs of dubious usefulness, etc.
These abilities come into play against a variety of enemies, all of whom are imbued with a certain sense of personality. Some foes are resistant to magical elements, others counter physical attacks, and a few even inflict punishing status effects (like the swamp hag surrounded by giant frogs that cast toad at the end every turn, morphing the party into a group of feeble amphibians).

The Delta Sisters do a great job of teaching the player about the Reflect spell and how to use it to launch powerful attacks against other reflect-protected enemies.
Since the story dictates the party’s makeup, the player is often forced to switch up his tactics. A single fighter with 3 mages must keep them all in the back row so they can safely launch their powerful spells, while 3 fighters and a single mage have to preserve MP for healing or make more liberal use of Osmose/MP restoring items. The items are also great as they represent a steady stream of collectibles that are actually useful in combat. They give each character something to do even when they’re facing a foe that’s immune to their innate abilities, providing some extra options for what would otherwise be boring battle scenarios.
The combat encounters are never puzzles with a single solution. The player can simply gain enough levels to overpower the enemy, but he can also utilize various strategies that might prove effective, e.g., the undead are extremely weak to phoenix downs/elixirs/healing magic, but they’re also susceptible to fire and can be dispatched with simple physical attacks. Of course daring players can simply choose to run away from standard encounters and only fight the bosses, but it’s a bit tricky to pull off.
The internal logic of all the items, spells and abilities is quite consistent and gives depth to the world, but it also shines through in other areas of the game. My favourite example of this is how often spells are cast outside of combat (especially considering the abstract nature of the battles and how separate they are from the rest of the game): Palom and Porom use the petrifying “Break” to turn into statues and save the party from a deadly trap, Rydia melts a blockade of ice once she gets past her traumatic aversion to fire spells, the citizens of Mysidia exact revenge on the protagonist by turning him into a pig and other “polymorph” critters, etc.
FF IV is a relatively simple RPG by today’s standards, but its overall structure still holds up. In fact, I prefer its setup to most current entires in the genre, but if you want to (re)check it out, I’d first recommend reading up on the various version differences. Whichever one you choose, though, you’ll get a nice little world to explore.
Heroes of Might & Magic II Bits
Posted by The Management in art, games on December 7, 2009
It’s difficult listing all the notable parts of HoMM II as it’s a game that hearkens back to a design philosophy that’s rarely found these days: depth through complexity. It’s also not considered the best entry in the series — that vote usually goes to HoMM III — but that’s partly why I wanted to give the second game a quick overview.
The bits:
- HoMM II is a turn-based strategy game with 6 distinct factions. Each faction has its own town/castle type with a unique set of structures. Most of these serve the same purpose, namely purchasing creatures, but some buildings are unique to each faction.
- Gold and 6 different resources (wood, ore, mercury, sulfur, gems and crystals) are necessary to purchase and upgrade the various buildings and creatures.
- Heroes are recruited in towns/castles and are required to explore the overworld map and lead creatures into battle. Each hero starts off with a handful of creatures and the specializations of his faction, e.g., barbarians begin with a high attack rating and the pathfinding skill.
- Heroes can gain levels increasing their 4 basic stats, equip artifacts, learn magic spells, gain temporary bonuses and learn and master passive skills. Some of these can carry over through the game’s campaign(s), but even on small maps all these elements provide a steady stream of upgrades.
- Overworld maps contain a fog-of-war mechanic, come in a variety of sizes, and include an absolute plethora of objects. Some of these are purely aesthetic or used as collidable scenery, but others are integral to the gameplay.
There are collectible goods (artifacts and resources), single-use locations (witch’s huts that teach passive skills and tombs that can be plundered), mines (gold/mineral dispensers that provide a set amount of goods in each turn), multi-use locations (teleporters and marketplaces where minerals can be traded), reusable locations (wells that refill magic points and special hotspots that grant a boost to luck/morale for the next battle), and re-fillable locations (creature recruitment centers and mills that can provide random resources every 7 turns).
On top of these, terrain types also affect hero movement, and special-purpose locations such as password-protected gateways serve additional gameplay functions. All these objects provide an incentive for the player to explore as much land as possible, but — and maybe more importantly — also give him something to do in the areas he has already conquered.
- Obelisks that are scattered around the maps reveal a piece of a jigsaw puzzle. Once fully exposed, this image shows the location of a secret and powerful artifact that can be dug out from the ground.
- Every 7 turns, towns/castles and creature dispensers get new recruits. However, once in a while a plague will strike and no new recruits will become available (worse yet, creatures that were previously available but were not purchased will shrink in numbers). Conversely, specific creatures can randomly experience a growth spurt. Whenever this happens, their base recruitment numbers will double, and stacks of these creatures will randomly appear on the overworld map.
- As a CD-based game, HoMM II includes a CD-Audio soundtrack, with an option to use a midi one. A third alternative also exists which uses the CD-Audio with operatic vocals layered on top, giving the game a very distinct score.
- The actual combat of HoMM II is also turn based, with each creature taking its turn based on its speed statistic. The heroes don’t attack directly (aside from casting spells), but their statistics are also appended to those of the creatures, effectively boosting their performance. A lot of the creatures also have unique abilities such as infinite counterattacks, recharging hit points, a chance to cancel magical attacks, etc. Unlike the sequels, HoMM II doesn’t clearly inform the player of these abilities and it takes a lot of practice to get familiar with them.
- Magic plays a crucial part in the overall gameplay, both in combat and on the overworld map. Being able to scout ahead and teleport around the playing field, or boosting your strongest units while damaging entrenched archers, is vital to the player’s success.

Ah, the Necromancer's castle. One of my favourite tactics is to send out a scout with expert necromancy and a group of missile-throwing liches, and watch the defeated armies rise up as my new skeleton minions.
HoMM II has a very steep learning curve that’s practically unimaginable these days, but in many ways it’s this barrier and that makes it such an entertaining title. It might not be impeccably balanced for competitive play, but the sheer amount of variables that must be juggled at any given moment create an experience where the player is constantly adapting and strategizing.
With each move, an overabundance of options need to be weighed; immediate tactics have to be balanced with long term plans. The economy, map control, build orders, hero progression, proper use of units, etc., are all vital to coming out on the winning side, and each turn is different from the last.
The micromanagement of HoMM II gives Civilization a run for its money, but the upside to all these elements is that the game is practically filled with “emergent” gameplay. Creating map chokepoints, playing keepaway with AI heroes, slowly wearing down the opposition through superior use of resources, etc., all fall into a metagame that’s not immediately obvious — or even consciously designed — but one that’s created simply as a result of having so many ingredients in the pot.
It’s a methodology that’s largely avoided these days, but its end results are unique and very addictive.
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The Magic of Secrets
Posted by The Management in design on January 31, 2009
All sorts of entertainment media use the concept of secrets to add intrigue and evoke a powerful emotional reaction. A strong effect of unveiling a secret can be the validation of the observer’s perceptiveness and reasoning; a wink wink, nudge nudge for being such a smart cookie.

Grand Theft Auto - San Andreas' Hot Coffee mod. Despite the scandal this polygonal sex caused, it was not a real videogame secret.
However, most forms of media tend to be strictly passive. Aside from the occasional dabbling in interaction, the audience exerts no direct influence over the medium’s content.
Games — and videogames in particular – are inherently different. They are interactive and require players, not just observers.
There are plenty of lists online cataloguing the “best secrets in videogames,” but before we delve into this discussion, let’s actually define the term:
- Something kept hidden from others or known only to oneself or to a few.
- Designed to elude observation or detection.
Now let’s apply this denotation to design in videogames.












