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By
Ernest Adams
Gamasutra
Month
xx, xxxx
Vol. 3: Issue xx
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Designers
Notebook

Let’s
Put the Magic Back in Magic
If you’ve ever played an old
computer game — a really old computer game, on a printing terminal
attached to a mainframe—you’ll remember that its output looked something
like this:
It is year 3 of your
reign. The population is 1937 citizens. In the past year, 24 citizens
died and 92 citizens were born. You have 178 acres of land under cultivation
and 241 bags of grain in storage.
How many bags do you
want to use for seed this year?
One of the things that’s immediately
obvious in this example is that it’s full of numbers. Computers only manipulate
numbers, of course, and therefore all computer games are necessarily mathematical
models. In the early computer games, the model was pretty close to the
surface — since there weren’t any graphics, all the designer could give
you was numbers with a little bit of text to glue them together.
That isn’t the case any more,
and over the years we’ve learned to hide or disguise the numbers, mostly
borrowing from statistical displays. We use bar graphs, colored lights,
instrument panels, and variety of other mechanisms to present numerical
data without actually putting digits on the screen. Some of these can
be very clever, displaying the information in a direct and immediate way
which fits in well with the game world. In Doom, for example, there
was a picture of a head at the bottom of the screen which represented
you, the player. As you took damage, your face gradually got bloodier
and bloodier. Your head sagged, and you looked increasingly exhausted.
As you were healed, you looked less gruesome and more alert. The head
also displayed other things—as you picked up weapons or ammunition, it
grinned maniacally for a second or two. It was a smart, well-designed
mechanism for displaying different variables in a small space.
At the same time, however,
there was also a "health" counter in Doom that told you
in explicit numbers exactly how much health you had left. Since you already
could see the head, the counter was redundant, and I think it was a mistake.
Whenever we put a raw number
on the screen, we’re clinging to our printing-terminal heritage. If your
fantasy world really involves numbers, as in a business game or a simulation
of a modern military vehicle, well and good. But if you’re a space marine
or a knight-errant, you shouldn’t be seeing numbers all over the place.
No knight ever inspected his armor and said, "Yup, this can handle
exactly 37 more whacks."
In addition, there are some
variables in a game whose values should be imprecise. Fuel and ammunition
can and should be precise, but health and armor strength shouldn’t be.
I realize that we don’t want to simulate health with complete realism
by tracking each limb and major bodily organ separately and implementing
the effects of damage to each in a different way; but on the other hand,
it harms the suspension of disbelief when we give the player one single
absolute health number. If you’re going to show health with a bar graph,
make the end of the bar fuzzy. Even if you’re tracking health inside the
game as a hard-and-fast number, there’s no need to tell the player exactly
what it is.
Nowhere is this more true than
in the way we handle magic. We’ve borrowed our mechanisms for implementing
magic from Dungeons and Dragons, which provides a useful mathematical
model. But Dungeons and Dragons is a pencil-and-paper game, and
the math has to be done in front of everybody so that they can be sure
you’re not cheating. There’s no need for that in a computer game. The
bookkeeping should be buried so deeply that no hint of it is visible to
the player.
Magic is about superstition
and emotion. The belief in magic arises from two intersecting human needs.
One is the need to explain an incomprehensible and hostile universe. We
may not be able to control death, disease, the crops, or the weather,
but it’s comforting to think that there’s occult knowledge which gives
the answers and the power. The other need is a desire to believe that
there exists a kind of superior being who is not subject to the slings
and arrows of outrageous fortune. The idea of such a being gives us hope
that either He may come to ease the plight of suffering mankind, or that
by emulating Him we could become like Him.
In previous centuries, when
the dominant paradigm for understanding the universe was supernatural,
this being was God, or a variety of gods or spirits. In our century, the
need to believe in such things hasn’t changed, but the paradigm has. Today
the dominant paradigm is science and technology, and so for many people
God has been replaced by "aliens" — powerful and, we hope, benevolent
aliens. In fact, there’s a centuries-old debate about this: when God comes,
will He be an avenging God, hurling humanity into damnation, or will He
bring enlightenment, peace, and bliss? Today we ask: when the aliens come,
will they be conquering super-beings who want our planet for themselves,
or will they be benevolent, bringing us gifts of high technology to improve
our lives? It’s the exact same debate; only the context has changed.
You can also see this change
in the terminology used by snake-oil salesmen on the credulous. In classical
times they sold amulets and charms which were believed to ward off evil
spirits. In the Middle Ages, they sold relics: the bones of saints or
fragments of the True Cross, which were believed to invoke the protection
of God upon whoever possessed them. Today it’s crystals and copper bracelets,
and the language is not that of spirituality, but of technology. These
objects are said to "focus biomagnetic fields" and to "channel
energy flows," phrases which would have meant nothing a thousand
years ago. It’s all still hocus-pocus, but it’s the hocus-pocus of pseudoscience
rather than religion.
My point about all of this
is that it has nothing to do with rationalism. Magic, ancient or
modern, comes from a pre-rational place in the human mind. It comes from
the limbic system in the brain, from fear and lust and longing, from awe
and wonder and horror. We game developers are not in a good position to
understand this. We’re computer people, engineers. We’re the ones who
did well in science class in high school. The phrase "Boolean algebra"
holds no terrors for us. We are the heirs to five centuries of rationalism…
and it shows in the games we make. Our magic isn’t magical, it’s mechanistic.
Arthur C. Clarke once wrote
that any sufficiently advanced technology is virtually indistinguishable
from magic. He didn’t mean indistinguishable to us – western technologists;
he meant that the cultural response to such things is relative. The distinction
between magic and technology lies in the attitude of the observer. When
the medieval peasant observed some mysterious and inexplicable phenomenon,
he regarded it as the work of God, or of witches or demons. When we observe
inexplicable phenomena, we regard them as the work of not-yet-understood
scientific principles.
When we’re implementing magic
in games, we as game developers need to put our rationalism and technological
outlook away for awhile. We need to reach down into that seething morass
of superstition and emotion which we have so effectively suppressed, pull
out a handful of that glop, and learn to work with it. Think about how
magic feels to people who believe in magic. If you’re a wizard,
you’re not some medieval bean-counter, busily totting up his mana points
in a big ledger. You’re a human being who has been touched by the hand
of the Almighty. If you’re a sorceress, you don’t spend your time loading
spells in and out of your brain as if they were bullets in a gun, and
wondering which ones you should take along with you. You’re a person who
has been born to an amazing and appalling condition: the unimaginable
forces of nature are thundering through your body in a raging torrent,
barely under your control. You shouldn’t be thought of as "a convenient
person to have in the party;" you should be an incredibly dangerous
and frightening person to be around.
Look at the way we handle magic
items in most fantasy role-playing games. You’re walking through the forest
and you come upon a staff. Half the time you know immediately what it
is—it’s so clearly labeled it must have stenciling on the side: "Staff,
magic, lightning+3. U.S. Government property. Penalty for unauthorized
use." Either that or it’s not labeled and you have to take it to
some old crone of your acquaintance who just happens to be able to identify
any magic item ever made. "Greetings, fair adventurer! How can Samantha
help thee today? Ah, yes. Thou hast a staff, magic, lightning+3. Is there
anything else I can do for thee?"
Our characters’ emotional responses
to these items amount to bland indifference. Most of the time we pick
these things up with total aplomb, total equanimity, and walk around with
them without any comment. You get into battle and the extent of your thinking
about the subject is planning who you’re going to use it on. "Let’s
see, I think I’ll zap you, and you, and…. uh, you."
This is wrong. We’re talking
about a magic staff of lightning here, not a can of pepper spray. The
appropriate emotional response to finding one is not "oh, good, this
could be useful." A magic staff of lightning is an object of dreadful
power, capable of summoning one of the elemental forces of the universe.
Our magic-believing characters should respond about the same way that
we would if we were handed an armed atomic bomb: "Holy $#&%!!
I just picked up a stick full of lightning! God, I hope it doesn’t blow
my head off."
We need to change the way we
treat magic in our games, and we also need to change, to some extent,
the way we implement it in code. Right now, we treat magic spells and
magic items no differently from the way we treat weapons or tools. But
magical items are not weapons. Magic is weird and mysterious and
strange, it’s bizarre and disturbing and grotesque, it’s glorious and
dazzling and beautiful. Magic is supernatural, in all the extraordinary
senses of the word. Most of all, magic is not predictable. Magic is not
reliable. Magic is not mechanical. We need to make magic seem magical
again.
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