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	<title>Game Magic &#187; magic systems</title>
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	<description>Putting the Magic Back in Magic Systems</description>
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		<title>Game Magic (Looking for Image Sources, Post # 2)</title>
		<link>http://designingquests.com/?p=612</link>
		<comments>http://designingquests.com/?p=612#comments</comments>
		<pubDate>Mon, 01 Jul 2013 14:19:30 +0000</pubDate>
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				<category><![CDATA[magic systems]]></category>
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		<category><![CDATA[Angelica M.]]></category>
		<category><![CDATA[Angelus Michaels]]></category>
		<category><![CDATA[game magic]]></category>
		<category><![CDATA[Liber Noctus]]></category>
		<category><![CDATA[mage: the awakening]]></category>
		<category><![CDATA[Morningstar Studios]]></category>

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		<description><![CDATA[One of the topics at the heart of my forthcoming book, Game Magic, is the underlying logical flow of a magic system. Developing a magic system requires the designer to be able to express precisely the sequence of processes that a player must perform to cast a spell. Does the player need ingredients to cast [&#8230;]]]></description>
				<content:encoded><![CDATA[<p><a href="http://designingquests.com/blog/wp-content/uploads/2013/07/mageflowchart1.jpg"><img class="alignnone size-medium wp-image-617" title="mageflowchart1" src="http://designingquests.com/blog/wp-content/uploads/2013/07/mageflowchart1-300x195.jpg" alt="" width="300" height="195" /></a></p>
<p><a href="http://designingquests.com/blog/wp-content/uploads/2013/07/mageflowchart1.jpg"></a>One of the topics at the heart of my forthcoming book, <em>Game Magic</em>, is the underlying logical flow of a magic system.  Developing a magic system requires the designer to be able to express precisely the sequence of processes that a player must perform to cast a spell.  Does the player need ingredients to cast a spell?  Do they perform gestures or recite incantations?  Will the spell draw energy from a mana pool?  What happens if the player overspends mana?  The answers to all of these questions can often be most effectively represented in a flow chart, which displays visually the branching logic, feedback loops, and input-output relationships of a complex system.</p>
<p>The two images below are excellent examples of flowcharts that clearly communicate the complex, sophisticated, and flexible logic of spellcasting in the tabletop role-playing game <em>Mage: The Awakening </em>(part of White Wolf&#8217;s <em>World of Darkness</em> universe).  I would love to reproduce these charts in my book.  The only problem is, I can&#8217;t find contact information for the charts&#8217; creators.  True to the mysterious universe of <em>World of Darkness</em>, these authors have disappeared in a labyrinth of dead links and untraceable aliases.</p>
<p>Here are the clues that I have. A credit on the first chart reads, &#8220;This chart was created by Angelus Michaels of Morningstar Studios.  <span>It is available on Liber Noctus. and copies found elsewhere are taken without permission. www.geniocracy.net/libernotus.ht</span>&#8221;  Liber Noctus appears to have been a fan site for World of Darkness, but its host domain (geniocracy) now directs to a Raelian website.  (The Raelians are a religion based on belief in UFO&#8217;s.  While they are right at home in this trail of clues, they have nothing to do with the <em>Mage </em>chart.  These are not the droids I&#8217;m looking for).</p>
<p>Searches for Angelus Michaels and Morningstar Studios are equally fruitless, despite the intriguing Luciferian reference in Morningstar.</p>
<p>The plot thickens with a second, remastered version of the chart.  The credit on this version reads &#8220;Original Flowchart by Angelica M. of Morningstar Studios.  Flowchart remastered and remade by Dianna. A.V.&#8221;  The chart is visually crisper and easier to read, but the trail of its origins is murkier.  Angelus Michaels has become Angelica M.  The mysterious figure Dianna has been introduced, evoking echoes of Agent Dale Cooper&#8217;s tape recorder, followed by the abbreviation &#8220;A.V.&#8221;  Are these the initials of a username or alias?  A Latin abbreviation?  An allusion to the WoD universe?  I&#8217;m not sure.</p>
<p>At any rate, I would love to use these flowcharts in my book.  They are great illustrations of rigorously representing the logic of a complex magic system.  But I don&#8217;t have contact information for either Angelus Michaels/Angelica M. or Dianna. There are a few forum threads that link to these charts, so I will continue to investigate through those channels, as well as doing more web research.  But, if you are one of the creators of these charts, or you have an idea as to how they could be contacted, please post a comment and let me know. Thanks!<br />
<a href="http://designingquests.com/blog/wp-content/uploads/2013/07/remasteredmageflowchart.png"><img class="alignnone size-medium wp-image-611" title="remasteredmageflowchart" src="http://designingquests.com/blog/wp-content/uploads/2013/07/remasteredmageflowchart-300x195.png" alt="" width="300" height="195" /></a></p>
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		<title>Handout and slides from GDC Occult Game Design Presentation</title>
		<link>http://designingquests.com/?p=581</link>
		<comments>http://designingquests.com/?p=581#comments</comments>
		<pubDate>Sun, 25 Nov 2012 00:34:16 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Game Criticism]]></category>
		<category><![CDATA[magic systems]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[gdc]]></category>
		<category><![CDATA[handout]]></category>
		<category><![CDATA[occult]]></category>
		<category><![CDATA[slides]]></category>

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		<description><![CDATA[A few people have asked me for the handout that accompanied my GDC Online 2012 Presentation, &#8220;Occult Game Design: An Initiation into Secrets and Mysteries,&#8221; so I thought I&#8217;d provide a link to it here.  The handout contains the names, dates, and brief synopses for the media referenced in the talk, including many games. In [&#8230;]]]></description>
				<content:encoded><![CDATA[<p><a href="http://designingquests.com/blog/wp-content/uploads/2012/11/2231972-2011081211414437f.jpg"><img class="aligncenter size-medium wp-image-584" title="BaphometSMT" src="http://designingquests.com/blog/wp-content/uploads/2012/11/2231972-2011081211414437f-300x225.jpg" alt="" width="300" height="225" /></a>A few people have asked me for the <a href="http://designingquests.com/blog/wp-content/uploads/2012/11/occultgamedesignhandoutv2.docx">handout</a> that accompanied my GDC Online 2012 Presentation, &#8220;Occult Game Design: An Initiation into Secrets and Mysteries,&#8221; so I thought I&#8217;d provide a link to it here.  The handout contains the names, dates, and brief synopses for the media referenced in the talk, including many games.</p>
<p>In addition, the <a title="occult game design slides" href="http://www.gdcvault.com/play/1016657/Occult-Game-Design-An-Initiation">slides</a> for this talk are also available online for free at the GDC Online website, though a subscription is required to access the video recording of the talk.</p>
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		<title>Game Magic</title>
		<link>http://designingquests.com/?p=543</link>
		<comments>http://designingquests.com/?p=543#comments</comments>
		<pubDate>Sat, 24 Nov 2012 22:46:56 +0000</pubDate>
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				<category><![CDATA[Arcana Manor]]></category>
		<category><![CDATA[magic systems]]></category>
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		<description><![CDATA[There is a lot going on right now, so I though I&#8217;d update my blog. A team of students and I are working on a game called Arcana: A Ceremonial Magick Simulator.  The game hits alpha release on December 6, 2012.  The beta release will occur on March 1st, 2012.  Here&#8217;s a picture of the [&#8230;]]]></description>
				<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://designingquests.com/blog/wp-content/uploads/2012/11/arcanademoside.jpg"><img class="size-medium wp-image-545 aligncenter" title="arcanademoside" src="http://designingquests.com/blog/wp-content/uploads/2012/11/arcanademoside-300x225.jpg" alt="A demo of Arcana: A Ceremonial Magick Simulator" width="300" height="225" /></a></p>
<p>There is a lot going on right now, so I though I&#8217;d update my blog.</p>
<p>A team of students and I are working on a game called <em>Arcana: A Ceremonial Magick Simulator</em>.  The game hits alpha release on December 6, 2012.  The beta release will occur on March 1st, 2012.  Here&#8217;s a picture of the team.</p>
<p style="text-align: center;"><a href="http://designingquests.com/blog/wp-content/uploads/2012/11/arcanagroupportrait1.jpg"><img class="size-medium wp-image-555 aligncenter" title="arcanagroupportrait1" src="http://designingquests.com/blog/wp-content/uploads/2012/11/arcanagroupportrait1-300x225.jpg" alt="Arcana group portrait" width="300" height="225" /></a></p>
<p>In addition, I&#8217;m hard at work on a book called <em>Game Magic: A Game Designer&#8217;s Guide to Constructing Magic Systems, </em>which will be published by CRC/Taylor and Francis in 2013.</p>
<p>I spoke on a panel with Ken Rolston, lead designer of <em>Oblivion </em>and <em>Morrowind, </em>and game writer Rafael Chandler at George Mason University.</p>
<div id="attachment_559" style="width: 310px" class="wp-caption aligncenter"><a href="http://designingquests.com/blog/wp-content/uploads/2012/11/howardrolstonchandler.jpg"><img class="size-medium wp-image-559" title="howardrolstonchandler" src="http://designingquests.com/blog/wp-content/uploads/2012/11/howardrolstonchandler-300x225.jpg" alt="panel with Rolston and Chandler" width="300" height="225" /></a><p class="wp-caption-text">panel with Rolston and Chandler</p></div>
<p>I also gave a presentation at GDC Online 2012 called &#8220;Occult Game Design: An Initiation into Secrets and Mysteries,&#8221; which was featured on the <a title="occult game design" href="http://www.gdconline.com/conference/gamenarrative.html" target="_blank">front page of the Game Narrative Summit site</a>.</p>
<div id="attachment_562" style="width: 310px" class="wp-caption aligncenter"><a href="http://designingquests.com/blog/wp-content/uploads/2012/11/howardoccultgamedesign.jpg"><img class="size-medium wp-image-562 " title="howardoccultgamedesign" src="http://designingquests.com/blog/wp-content/uploads/2012/11/howardoccultgamedesign-300x156.jpg" alt="occult game design" width="300" height="156" /></a><p class="wp-caption-text">Occult Game Design </p></div>
<p>I&#8217;ll be adding more information on each of these projects in the near future.</p>
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		<title>Garrett: Thief as Magician</title>
		<link>http://designingquests.com/?p=483</link>
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		<pubDate>Thu, 16 Jun 2011 18:01:55 +0000</pubDate>
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				<category><![CDATA[Game Criticism]]></category>
		<category><![CDATA[magic systems]]></category>
		<category><![CDATA[assassin's creed]]></category>
		<category><![CDATA[hand of glory]]></category>
		<category><![CDATA[magic]]></category>
		<category><![CDATA[occult]]></category>
		<category><![CDATA[Thief]]></category>
		<category><![CDATA[videogames]]></category>

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		<description><![CDATA[Despite the title of the game Thief, Garrett is more a magician than a rogue, or rather his thievery is a form of magic when successfully enacted by the player. Garret’s training in the monastic order of the Keepers involves abilities to become invisible that border on the supernatural, as well as the acquisition of [&#8230;]]]></description>
				<content:encoded><![CDATA[<p><a href="http://designingquests.com/blog/wp-content/uploads/2011/06/garrett.jpg"><img class="alignnone size-medium wp-image-484" title="garrett" src="http://designingquests.com/blog/wp-content/uploads/2011/06/garrett-300x225.jpg" alt="" width="300" height="225" /></a><br />
Despite the title of the game Thief, Garrett is more a magician than a rogue, or rather his thievery is a form of magic when successfully enacted by the player.  Garret’s training in the monastic order of the Keepers involves abilities to become invisible that border on the supernatural, as well as the acquisition of arcane knowledge, including glyphs of power.  The classification of Thief and the associated image of a dimunitive, cowled figure hiding in the shadows derives in part from the thief character class that originates in Dungeons and Dragons as well as the fantasy characters that inspired it, including rogues like Fritz Leiber’s Grey Mouser.  Yet, Garrett’s abilities and actions are not constrained to hiding in shadows or backstabbing; he is a quintessential opportunist who does whatever he needs to get the job done.  An extra objective available at higher difficulty level in the prison level of Dark Project involves retrieving Garret’s favorite “Hand of Glory.”  The Hand is an infamous black magical artifact described in the  Petit Albert grimoire as the severed hand of a hanged corpse taken from the gallows and used by cat burglars to evade detection by otherworldy means.   As the Petit Albert explains, “The hand of glory [ . . . ] is used by villains thieves to enter houses at night without hindrance.”</p>
<p><a href="http://designingquests.com/blog/wp-content/uploads/2011/06/handofglory.gif"><img class="alignnone size-medium wp-image-485" title="handofglory" src="http://designingquests.com/blog/wp-content/uploads/2011/06/handofglory-158x300.gif" alt="" width="158" height="300" /></a></p>
<p>In addition to this talismanic magic, Garret plunders magical artifacts and even engages in complex acts of counter-magic as he disrupts the extra-dimensional ritual of the Trickster in the Maw of Chaos or activates the glyphs in Deadly Shadows.  It’s not surprising that Garret’s cowl and long flowing robes are equal parts monastic garb and magician’s robe.  He is a Master of hiding and the hidden: literally, the occult.</p>
<p><a href="http://designingquests.com/blog/wp-content/uploads/2011/06/garretthiefgold.jpg"><img class="alignnone size-medium wp-image-486" title="garretthiefgold" src="http://designingquests.com/blog/wp-content/uploads/2011/06/garretthiefgold-142x300.jpg" alt="" width="142" height="300" /></a></p>
<p>When skillfully guided by a player, Garrett’s magic consists in his ability to “keep silent,” one of the four powers of the sphinx extolled by French occultist Eliphas Levi in The Dogma and Ritual of High Magic.  Levi argued that magicians must learn “to know, to dare, to will, and to keep silent,” powers that he attributed to the four elements of classical antiquity (air, water, fire, and earth).  To keep silent means literally to maintain the secrecy of the mysteries of initiation, but it can be extended as a metaphorical principle of efficiency and noiseless grace: in other words, stealth.  As British occultist Aleister Crowley explains in his Confessions, “to dare must be backed by to will and to know, all three being ruled by to keep silence. Which last means many things, but most of all so to control oneself that every act is done noiselessly; all disturbance means clumsiness or blundering.”  A stance of self-controlled noiselessness is the strategic condition of success in Thief and a style of gameplay that activates Garret’s full abilities as an avatar.    “Disturbance,” “clumsiness,” and “blundering” are the fail conditions of the Thief series which assure detection and death.</p>
<p>Garret’s apparent physical weakness, signified by hit points sufficient only for a few sword blows from a guard, is counterbalanced by preternatural abilities of stealth.  Ordinary mortals risk detection when they hide in shadows, because only the deepest darkness can reliably block out peering eyes.  But when a player guides Garrett into shadow and reduces his light gem to pure black, Garrett can vanish, even as a guard walks a few inches beside him.  These abilities are built into the game systems of Thief, which rewards ritualistic behaviors of stealth: always tread in the shadows, walk rather than running when possible, extinguish light strategically, and close doors behind you.  While we never learn the ultimate essence of Keeper training (which is itself shrouded within the game systems of Thief), our success in Thief depends on our identification with Garrett and his training, which forces us to ask “What Would Garrett Do.”</p>
<p><a href="http://designingquests.com/blog/wp-content/uploads/2011/06/thiefglyph.jpg"><img class="alignnone size-medium wp-image-491" title="thiefglyph" src="http://designingquests.com/blog/wp-content/uploads/2011/06/thiefglyph-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>The merging of stealth and mysticism gives rise to the arcane discipline of the Hassassins in Assassin’s Creed, whose credo “nothing is true, everything is permitted” conceals a mystical insight under the veil of anarchic nihilism: a Neoplatonic belief in the irreality of the sensible world.  Altair, like Garrett, “works in shadows to serve the light,” or rather to unwittingly maintain the balance of the Keepers against which he rebelled.  Thief teaches the gamers and game designers inspired by it that direct confrontation is often counter-productive, and that the ability to judiciously “keep silent” and move quietly is a higher magic than a carelessly tossed fireball or a poorly chosen word.</p>
<p><a href="http://designingquests.com/blog/wp-content/uploads/2011/06/altair.jpg"><img class="alignnone size-medium wp-image-494" title="altair" src="http://designingquests.com/blog/wp-content/uploads/2011/06/altair-155x300.jpg" alt="" width="155" height="300" /></a></p>
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		<title>What profiteth it a man if he gains the world and loses his soul(s)?: Reflections on Demon’s Souls</title>
		<link>http://designingquests.com/?p=450</link>
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		<pubDate>Sat, 23 Jan 2010 17:39:21 +0000</pubDate>
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				<category><![CDATA[Game Criticism]]></category>
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		<category><![CDATA[Demon's Souls]]></category>
		<category><![CDATA[Faust]]></category>
		<category><![CDATA[opera]]></category>

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		<description><![CDATA[Demon’s Souls is a dark, mysterious opera whose theme, expressed through gameplay and the unfolding of a powerful narrative, is the lure and peril of Faustian bargains. By opera I refer not just to the game’s occasional bursts of swelling sound, or even to solely to its understated yet epic narrative. Rather, I use the [&#8230;]]]></description>
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<p class="MsoNormal"><a href="http://designingquests.com/blog/wp-content/uploads/2010/01/demonssouls.jpg"><img class="alignnone size-medium wp-image-454" title="demonssouls" src="http://designingquests.com/blog/wp-content/uploads/2010/01/demonssouls-300x151.jpg" alt="" width="300" height="151" /></a><em></em></p>
<p class="MsoNormal"><em>Demon’s Souls</em> is a dark, mysterious opera whose theme, expressed through gameplay and the unfolding of a powerful narrative, is the lure and peril of Faustian bargains.<span> </span>By opera I refer not just to the game’s occasional bursts of swelling sound, or even to solely to its understated yet epic narrative.<span> </span>Rather, I use the term in the same way that Richard Wagner envisioned an ideal future form of opera as “gesamkundstwerk” or “total artwork,” in which every aspect of music, libretto, costuming, and set design fused together to create an interactive, participatory mythology.</p>
<div id="attachment_462" style="width: 237px" class="wp-caption alignnone"><a href="http://designingquests.com/blog/wp-content/uploads/2010/01/demonssoulsmephistopheles1.jpg"><img class="size-medium wp-image-462" title="demonssoulsmephistopheles1" src="http://designingquests.com/blog/wp-content/uploads/2010/01/demonssoulsmephistopheles1-227x300.jpg" alt="Mephistopheles" width="227" height="300" /></a><p class="wp-caption-text">Mephistopheles</p></div>
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<p class="MsoNormal"><em>Demon’s Souls</em> strikes me as operatic both in its overarching structure and its minute details; I first noticed this aspect of the game when looking at the loading screens between the game’s areas.<span> </span>These screens are a joy to pore over, as they provide larger-than-life full portraits of the game’s various characters, each dressed in some variation of black and gold. The characters’ costumes, lovingly rendered with the lush visual textures made possible by the PS3’s high-end graphics capabilities, look more like opera costumes than the typical orcs-and-elves garb.<span> </span>And, as in the best opera, these details contribute to a larger aesthetic and thematic end that manifests partially in the game’s black and gold color scheme.<span> </span><span> </span>From the first moment in the Nexus, the game’s central quest hub, the shining obsidian walls glow with overlapping layers of golden sigils right out of some arcane grimoire.<span> </span>As we discover through the game’s hard-won fragments of narrative reward, gold is the color of demonic magic or “soul arts” in the fallen kingdom of Boletaria.<span> </span>This visual symbolism lends a dark edge to one character’s reminder to the player: “you have a heart of gold . . . don’t let them take it from you.”</p>
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<p class="MsoNormal">Many aspects of the game resonate to the tune of an overriding aesthetic principle, expressed in disparate parts working together.<span> </span>This principle takes the form of a question, which might be formulated with the Biblical question “what profiteth it a man if he gains the world and loses his soul?” <span> </span>In the case of this game, the “soul” of the verse might be better modified to “souls,” since the demon’s souls of the title are the currency of exchange in Boletaria and the only way of increasing stats, leveling up, buying items, and acquiring spells.<span> </span><em>Demon’s Souls</em> is an arduously, unrelentingly difficult dungeon crawl in which success is possible only through the tireless trial-and-error of multiple deaths and the careful cultivation of community knowledge and cooperation.<span> </span>Other reviews, such as those of <a href="http://www.brainygamer.com">Michael Abbott</a> (a.ka. the Brain Gamer) and Gamasutra, have offered excellent analyses of the game’s innovative online features and their close relationship to game’s educational element.<span> </span>I’ve also briefly written about some of these features in comparison and contrast to other online games in an interview with Randolph Carter at <a href="http://www.grindingtovalhalla.com">grindingtovalhalla.com</a>.</p>
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<p class="MsoNormal">In this entry, I’m less concerned with these features and more with a resulting experience of gameplay: the experience of temptation.<span> </span>While <em>Demon’s Souls</em> is unquestionably a game that challenges, it is also a game that tempts.<span> </span>Because each new corridor and secret passage bristles with difficult-to-reach exotic treasures and haunting encounters, the game constantly teases the player with the dilemma of continuing onward to fresh challenges, or retreating while one still can with one’s stock of souls.<span> </span>One misstep sends an unwary player back to the very beginning of a level and strips her of all unspent souls, creating a very powerful and excruciating form of negative reinforcement.<span> </span>One often knows, naggingly, in the back of one’s brain, that discretion is the better part of valor, that one should stop while one is ahead and cut one’s losses by returning to the Nexus after accumulating any sizable chunk of souls.<span> </span>Yet, the game quietly whispers in one’s ear: “come on, go just a little further, there are untold wonders around that corner.”<span> </span>More often than not, listening to that voice, to the suave devil on one’s shoulder, leads to the disaster of losing one’s souls.</p>
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<p class="MsoNormal">And that is the classic Faustian bargain: recklessly seeking power and knowledge at the price of the most precious spiritual essence.<span> </span>The game quietly but insistently reminds players that such bargains are by their very nature losing games in which even apparent <em>success</em> can be as damning as failure.<span> </span>When one does efficiently spend souls, one can gain tangible power—power in some cases so great, as in the high-level spells earned through defeating a Greater Demon, that it intoxicates.<span> </span>Yet, the wisdom of this method of gaining power through the harvesting of souls (sometimes of demons and sometimes of their wretched, addled victims), seems dubious at best.<span> </span>Soul exchange is especially risky given the backstory element that Boletaria was corrupted, and the archdemonic Old One awakened, through the use of Soul Arts.<span> </span>There doesn’t seem to be much escape from Soul Arts for, while a pious priest condemns the use of magic as demonic, and his magician counterpart preaches the glories of humanistic progress over binding superstitions, both magical and priestly arts involve trading in souls.<span> </span>As Matthew Weise has pointed out, there are subtle but strong metaphysical implications in the game systems, through dialogue and other clues, that magic and orthodox religion are both highly similar in their methods and moral (or immoral) valuation.<span> </span>They are also both equally useful from a gameplay standpoint: priestly miracles serve the standard healing and protective functions, while magic provides a variety of offensive and defensive effects.<span> </span></p>
<p class="MsoNormal">(On a sidenote, the priest’s self-righteous, monotheistic glorification of the “God of this world” at the expense of other spiritual traditions evokes a mistrust in me that no doubt comes from many places, including a background in some Gnostic traditions, in which the apparent god of the visible world turns out to be synonymous with the demonic Archon.<span> </span>I’m anticipating a Lovecraftian switcheroo in which the priest turns out to be worshipping the Old One.<span> </span>I also notice slight implications that religion and solipsism may be mildly intertwined with each other, since the most costly Banish “miracle” allows players to negate the PvP aspect of the game, driving off the Black Phantoms of other players.)</p>
<div id="attachment_464" style="width: 141px" class="wp-caption alignnone"><a href="http://designingquests.com/blog/wp-content/uploads/2010/01/sagefreke1.jpg"><img class="size-medium wp-image-464" title="sagefreke1" src="http://designingquests.com/blog/wp-content/uploads/2010/01/sagefreke1-131x300.jpg" alt="Sage Freke" width="131" height="300" /></a><p class="wp-caption-text">Sage Freke</p></div>
<p class="MsoNormal">
<p class="MsoNormal">However, I’m also fairly sure that, despite my class decision to be primarily a magician who totes a miracle talisman in his left hand as a healing insurance policy, the more esoteric and humanistic ambitions of Sage Freke the Visionary are just as dangerous and reckless; the exchange of souls for magical power is, after all, the classic Faustian bargain.<span> </span>Even if a fighter-class player managed to avoid the lure of both talisman and wand, religion and magic, he would still have to level up.<span> </span>And every attempt to level is accompanied by a haunting question from the Maiden in Black, the game’s central quest-giver: “Dost thou seek Soul Power?<span> </span>Then touch the Demon inside me.”<span> </span>Based on observations of other characters, major and minor, who have had congress with demons, the results don’t seem pretty.<span> </span>The presence of a character named Mephistopheles in a loading screen (I haven’t encountered him yet) suggests that these Faustian parallels are quite intentional and self-aware on the part of the developers at From Software.<span> </span>How deep or sophisticated these intentions ultimately go is less important to me than the way that insinuations and implications emerge from the synergistic fusion of the game’s mechanics, aesthetics, and narrative, from the single-player and social interactions that develop from the game’s intricate and beautifully, if somewhat sadistically, balanced systems.</p>
<p class="MsoNormal">
<p class="MsoNormal">I haven’t finished <em>Demon’s Souls</em> (I’m 59 hours in, not counting 10 hours spent on an abortive character), but I’m going to go ahead and make a statement that I’ve been mulling over for a while now, reluctant to seem rash or fanboyish.<span> </span><em>Demon’s Souls</em> may be the best game I have ever played.<span> </span>(There is still a bit of a running competition with my other favorite game, <em>Eternal Darkness: Sanity’s Requiem</em>, which remains an example of top-notch design that may even bear some aesthetic and gameplay resemblance to <em>Demon’s Souls</em>.)<span> </span><span> </span>Each (comparatively rare) time I progress in <em>Demon’s Souls</em>, new mysteries open up, and these narrative discoveries are buoyed up by the inherent pleasures of persistent challenge, intermittent reward, and aesthetic gorgeousness.</p>
<div id="attachment_466" style="width: 310px" class="wp-caption alignnone"><a href="http://designingquests.com/blog/wp-content/uploads/2010/01/toweroflatria1.jpg"><img class="size-medium wp-image-466" title="toweroflatria1" src="http://designingquests.com/blog/wp-content/uploads/2010/01/toweroflatria1-300x135.jpg" alt="Tower of Latria" width="300" height="135" /></a><p class="wp-caption-text">Tower of Latria</p></div>
<p class="MsoNormal">
<p class="MsoNormal">(<strong>Possible spoiler alert</strong>): Last week, at the gloriously and disturbingly nightmarish second portion of the Tower of Latria, I suspected that <em>Demon’s Souls</em> may have finally reached the threshold of my expectations for inspired level design.<span> </span>Last night, during an unexpected sequence that resulted from a mysterious narrative backfiring of the now-routine attempt to summon a co-op player or Blue Phantom, I became pretty sure that this is a game like no other.<span> </span>I can’t describe the sequence without entering full spoilerdom, but I will say it involved a room full of chairs and a large orange turban.</p>
<p class="MsoNormal">
<p class="MsoNormal">It is a testament to the design of this game that it can both inspire enthusiastic accolades and a cautious reluctance—the feeling of falling into a trap, a metaphysical and moral conundrum that insidiously creeps up on unwitting players and then pounces, to a soundtrack of blaring brass and sweeping strings.<span> </span>Like the voice of a demon.<span> </span>Like the sound of an opera.</p>
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		<title>New gameplay footage (music, telekinesis, invisibility, planets)</title>
		<link>http://designingquests.com/?p=434</link>
		<comments>http://designingquests.com/?p=434#comments</comments>
		<pubDate>Mon, 27 Jul 2009 14:43:38 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[3d modeling]]></category>
		<category><![CDATA[Arcana Manor]]></category>
		<category><![CDATA[magic systems]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[Videos]]></category>
		<category><![CDATA[colors]]></category>
		<category><![CDATA[invisibility]]></category>
		<category><![CDATA[magic system]]></category>
		<category><![CDATA[orbs]]></category>
		<category><![CDATA[tarot]]></category>
		<category><![CDATA[tones]]></category>
		<category><![CDATA[weapons]]></category>

		<guid isPermaLink="false">http://designingquests.com/?p=434</guid>
		<description><![CDATA[I just posted two new videos of gameplay footage from the most recent build of Arcana Manor (7-27-09). The video has two parts. The first part demonstrates several new features, including: musical tones that correspond to colors and planets in the magic system, mountable weapons based on the tarot suits, elemental projectiles flung from melee [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>I just posted two new videos of gameplay footage from the most recent build of Arcana Manor (7-27-09).</p>
<p>The video has two parts.</p>
<p><span>The first part demonstrates several new features, including:<br />
musical tones that correspond to colors and planets in the magic system,<br />
mountable weapons based on the tarot suits,<br />
elemental projectiles flung from melee weapons,<br />
weapon cycling,</span><br />
guard bots with basic AI,<br />
<span>an invisibility spell,<br />
a demon model with flame effects from a procedural shader </span></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/eyVh_rVAvqA&amp;hl=en&amp;fs=1&amp;" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/eyVh_rVAvqA&amp;hl=en&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>The second part showcases these features:</p>
<p>a spell interface based on tarot cards<br />
Moving platforms<br />
A telekinesis spell<br />
Collectible orbs whose colors and associated musical tones correspond to the seven planets of the ancients<br />
A color-based and tonal magical interface corresponding to the orbs</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/jO7r_NsC3cU&amp;hl=en&amp;fs=1&amp;" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/jO7r_NsC3cU&amp;hl=en&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
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		<title>first-person magical items and projectiles</title>
		<link>http://designingquests.com/?p=427</link>
		<comments>http://designingquests.com/?p=427#comments</comments>
		<pubDate>Mon, 13 Jul 2009 22:01:48 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[3d modeling]]></category>
		<category><![CDATA[Arcana Manor]]></category>
		<category><![CDATA[magic systems]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[battlespire]]></category>
		<category><![CDATA[Castlevania]]></category>
		<category><![CDATA[Holy Mountain]]></category>
		<category><![CDATA[magic system]]></category>
		<category><![CDATA[mount points]]></category>
		<category><![CDATA[spells]]></category>
		<category><![CDATA[tarot]]></category>
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		<guid isPermaLink="false">http://designingquests.com/?p=427</guid>
		<description><![CDATA[I&#8217;ve been working on several features of Arcana Manor which are starting to add to the magic system.  The first is that I re-sized all of my tarot objects (the suits like cups and swords) and placed mount nodes on them so that they can be equipped as weapons in first-person view.   I worked [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>I&#8217;ve been working on several features of <em>Arcana Manor</em> which are starting to add to the magic system.  The first is that I re-sized all of my tarot objects (the suits like cups and swords) and placed mount nodes on them so that they can be equipped as weapons in first-person view.   I worked for a couple of days to get weapon cycling operational so that players can switch between these weapons with a button press.  Then, I modified the melee scripts so that swinging the weapons would cast spells that fire projectiles in first-person mode, targeting with the crosshairs rather than selecting with selectrons.  Next, I made a set of geometrical projectiles fired by the various tarot suits, starting with a sphere textured in a wave image that emits water droplets through particle emitters.  Equipping the cup allows the player to fling this watery sphere, and each of the other tarot suits can hurl similar projectiles that correlate with their traditional ancient elemental attributions as well as the appropriate Platonic solids defined that the Greek philosopher Empedocles associated with the four elements.  The wand throws a flaming pyramid, the sword shoots an airy octahedron, and the pentacle fires a purple sphere (technically, this should be an earthy cube, but I like the glowing purple plasma texture better).  In fact, I like the plasma filter in Gimp 2.0 so much that I made seven plasma textures for each of the seven colors of the visible spectrum and then applied these textures to seven geometrical primitives that can also be projectiles (including the delightfully obscure rhombicosahedron).  When I export these, I think they can be 3d jewels as well as projectiles, so they may end up playing into a 3d magic interface of the kind that I described in</p>
<p>I need to implement a power-up system that strengthens spells according to what objects and cards have been collected.</p>
<address><em>In terms of level design, I also want to make a really twisted, surreal, evil sorcerous tower for the player to explore, inspired in part by Castlevania 64 and an obscure Elder Scrolls game called Battlespire</em>, in which the developers made the ballsy move of including platforming elements in a first-person game with magic.  (I can&#8217;t turn these italics off, but they don&#8217;t mean anything.)  And also more directly inspired by the Alchemist&#8217;s Tower in The Holy Mountain, as well as the Dark Tower (Browning and King).  Because I like upward movement and vertiginous heights and the symbolism of ascent.<br />
</address>
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		<title>Moving Platforms</title>
		<link>http://designingquests.com/?p=399</link>
		<comments>http://designingquests.com/?p=399#comments</comments>
		<pubDate>Sun, 21 Jun 2009 20:01:51 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Arcana Manor]]></category>
		<category><![CDATA[magic systems]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[coding]]></category>
		<category><![CDATA[magic system]]></category>
		<category><![CDATA[moving platforms]]></category>
		<category><![CDATA[scripting]]></category>
		<category><![CDATA[telekinesis]]></category>
		<category><![CDATA[WinDiff]]></category>

		<guid isPermaLink="false">http://designingquests.com/?p=399</guid>
		<description><![CDATA[It&#8217;s been a few days since I&#8217;ve updated progress on Arcana Manor because I&#8217;ve been intently involved in implementing an important feature: moving platforms.  These are moving planes or scaled cubes that players can stand on top of, moving along with the platforms as on an elevator.  These moving platforms are important, by definition, to [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>It&#8217;s been a few days since I&#8217;ve updated progress on Arcana Manor because I&#8217;ve been intently involved in implementing an important feature: moving platforms.  These are moving planes or scaled cubes that players can stand on top of, moving along with the platforms as on an elevator.  These moving platforms are important, by definition, to a game in which platforming a key part of gameplay.</p>
<p>Torque Game Engine Advanced doesn&#8217;t have out-of-the box support for moving platforms, which means that they have to be added as C++ code, preferably by the addition of one of the downloadable resources on Garagegames.com.  To integrate such a resource with a codebase that I&#8217;ve already heavily modified, I had to use WinDiff, a program for comparing files and isolating their differences.  Once I isolated these conflicting code fragments, I had to choose how to merge them by incorporating relevant new lines of code from the resource and discarding irrelevant lines of code.  This process was complicated by the porting of the resource from TGE 1.5.2 to TGEA 1.7.1, especially since the resource itself was actually for TGEA 1.8.1 but had been compiled from multiple TGE versions.  In practical terms, these multiple versions and resources meant that I had to spend several days reading through C++ source code, puzzling out its logic and structure until I could figure out which lines of code were needed and which were not.  I re-compiled the engine dozens of time, de-bugging code changes to preserve the resource&#8217;s functionality while updating it and slotting it in with ArcaneFX, melee, and other code changes I&#8217;ve already implemented.</p>
<p>I now have moving platforms.  The key is making the player object a child of the platform, which is a pathshape moving along the nodes of a path.</p>
<p>Unfortunately, I have to use a rectangular dts shape that came packaged with an early version of the resource, because the player falls through any dts that I make myself in Softimage.  I think this has to do with the way that collision meshes are set up in the process of exporting the model from Softimage to dts format, but after spending a day on collision meshes I haven&#8217;t been able to isolate the problem.</p>
<p>I&#8217;m now trying to trigger the moving platforms with a spell so that I can incorporate telekinesis into my magic system.  Since the magic system is the focus of the game and the surreal mansion is the secondary focus, it would be best if these two aspects of gameplay could be tied together.  I have a telekinesis spell that can move an interior instance with the settransform() function, but the interior leaps all at once rather than animating smoothly and carrying the player with it.  If I can trigger a pathshape with a spell, the player could raise and lower bridges with the alterative school of magic, corresponding to the wands.</p>
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		<title>next Arcana Manor goals</title>
		<link>http://designingquests.com/?p=348</link>
		<comments>http://designingquests.com/?p=348#comments</comments>
		<pubDate>Sun, 07 Jun 2009 03:05:21 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Arcana Manor]]></category>
		<category><![CDATA[Game Ideas]]></category>
		<category><![CDATA[magic systems]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[arcana manor goals]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[features]]></category>

		<guid isPermaLink="false">http://designingquests.com/?p=348</guid>
		<description><![CDATA[Next Arcana Manor goals for features: Set up a control scheme using the 360 controller This will keep the magic system from becoming too unruly (a collection of chaotic key-presses) and more focused around a set of core mechanics Fix melee system so that the sword can swing more than one time Implement &#8220;platforms that [&#8230;]]]></description>
				<content:encoded><![CDATA[<p><!--[endif]--></p>
<p class="MsoNormal">Next Arcana Manor goals for features:</p>
<p class="MsoNormal">
<p class="MsoNormal">Set up a control scheme using the 360 controller</p>
<p class="MsoNormal">This will keep the magic system from becoming too unruly (a collection of chaotic key-presses) and more focused around a set of core mechanics</p>
<p class="MsoNormal">
<p class="MsoNormal">Fix melee system so that the sword can swing more than one time</p>
<p class="MsoNormal">
<p class="MsoNormal">Implement &#8220;platforms that move&#8221; for TGEA 1.7.1 using Windiff</p>
<p class="MsoNormal">
<p class="MsoNormal">Correlate spell-casting with platform movements via settransform function or applyimpulse</p>
<p class="MsoNormal">
<p class="MsoNormal">Finish modeling demon</p>
<p class="MsoNormal">
<p class="MsoNormal">Begin to script more spells</p>
<p class="MsoNormal">Script power-up mechanic for tarot items</p>
<p class="MsoNormal">
<p class="MsoNormal">Work on first-person spell-casting (such as casting animations for hands, effects that don&#8217;t require selectrons to target but work as projectiles as in Oblivion, effects that don&#8217;t depend on a zodiac</p>
<p class="MsoNormal">or make the zodiac vertical</p>
<p class="MsoNormal">or displace it in front of the player</p>
<p class="MsoNormal">
<p class="MsoNormal">Put more enemies into the game, make them customizable</p>
<p class="MsoNormal">
<p class="MsoNormal">Put music in background (e.g. Danse Macabre)</p>
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		<title>new Arcana Manor feature: mounted particle emitter</title>
		<link>http://designingquests.com/?p=342</link>
		<comments>http://designingquests.com/?p=342#comments</comments>
		<pubDate>Sun, 07 Jun 2009 02:47:26 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Arcana Manor]]></category>
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		<category><![CDATA[programming]]></category>
		<category><![CDATA[Videos]]></category>
		<category><![CDATA[cursor]]></category>
		<category><![CDATA[gestural]]></category>
		<category><![CDATA[magic system]]></category>
		<category><![CDATA[particle emitter]]></category>
		<category><![CDATA[sigils]]></category>

		<guid isPermaLink="false">http://designingquests.com/?p=342</guid>
		<description><![CDATA[Finally, after six months, succeeded in attaching a particle emitter to the cursor. This is the beginning of a gestural magic system, since the player can now trace sigils in the air because the cursor leaves behind a trail of glowing particles (in this case, fire) which look like a will o’ the wisp. Here&#8217;s [&#8230;]]]></description>
				<content:encoded><![CDATA[<p class="MsoNormal">Finally, after six months, succeeded in attaching a particle emitter to the cursor.</p>
<p class="MsoNormal">This is the beginning of a gestural magic system, since the player can now trace sigils in the air because the cursor leaves behind a trail of glowing particles (in this case, fire) which look like a will o’ the wisp.</p>
<p class="MsoNormal">Here&#8217;s a video of the feature out of context</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/Dvm7yyujSrE&amp;hl=en&amp;fs=1" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/Dvm7yyujSrE&amp;hl=en&amp;fs=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p class="MsoNormal">
<p class="MsoNormal">And here&#8217;s a longer video of the complete build, with the particle emitter feature in context</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/rroP4H4oNwI&amp;hl=en&amp;fs=1" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/rroP4H4oNwI&amp;hl=en&amp;fs=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Interested readers might want to watch these videos in conjunction with this previous video of a recent build, which lacks the sigil drawing feature but also showcases the game&#8217;s spellcasting interfaces as they&#8217;re evolving.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/w1RBMKf2rrg&amp;hl=en&amp;fs=1&amp;" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/w1RBMKf2rrg&amp;hl=en&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
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