

I want players to be able to weave magic into new shapes, not unlike how Dumbledore crafted wholly new magical spells here and there, or how Voldemort was able to do things wildly beyond that universe’s “standard” spell set taught to the students. I’m looking to push the boundaries a bit.

Individual magic spells tend to have one use and one use only, with far too many of them slotting into Damage Per Second (or per fight) min/maxing. Players always know what their magical school can do, since the spells are always the same.

Most games that use magic are very, very constrained, effectively giving magical equivalents of tech trees rather than letting magic be wild and variable. The core notion here is to make magic in a game creative and explorative, trying to evoke the flavor of a magical researcher with a degree in MacGyvering their way through game world problems. So, have at it, and if you can make it better, well, so much the better, aye? Since I currently lack programming skills and the independent wealth to hire someone with said skills, well, I probably won’t be making a game with this anytime soon. I’m following Brian’s lead here, in that this is a collection of ideas that you can build on or use outright, if you feel so inclined, not so much a proper design document. This is a mix of several ideas… and something that I was prompted to put into writing by Brian “Psychochild” Green’s recent design article: Yeah, we could come back as level 80 monsters and totally outclass the hapless Dwarfs, but where’s the fun in that? The “split up and orchestrate a devious plan of attack” bit is what really appealed to me as I lurked around in the ‘Depths. Yes, yes, I’m sure I could find a Druid guild somewhere, but that’s just part of the equation. Pity I can’t have it… but alas, that’s life. I know, I know, the game isn’t designed for that… but sitting in a corner as a quiet, deadly ninja kitty… I had a glimpse of what I wanted to play, and it was glorious. It’s fun enough to play through these dungeons at least once, but still… I wish I could play with an elite team of Druids, handling problems their own way, rather than doing the Same Old tank/healer/dps dance. I’m probably doing it wrong, but it really does just seem like the same thing over and over again, just with different window dressing and loot. Pull group, let the tank secure aggro, shred some backs, lick wounds, loot, lather, rinse, repeat. ( Pretend for a moment that you could split up and accomplish cool things for the group without being attached at the hip.) I’ve played through enough “old world” dungeons to start feeling like they are all pretty much the same. There’s just something deeply appealing to me about a party of Druids, supremely flexible, going all A-Team on a dungeon. We could sneak around as kitties, picking and choosing our fights with surgical precision, looking to bust some allies (er, Hordies?) out of the deepest, darkest prison. While watching the Dwarf patrols, I wished I had four other Druids with me. One must make the most of situations, hm? So naturally, I wandered around and took some pictures. The Mage and Shaman healer soon flitted off as well, leaving me alone in the depths of a hot and Dwarf-infested place. Once the Warrior tank got his Force of Magma (I should have rolled Need on it, but didn’t… Ironaya‘s stick is still good enough for me.) from Bael’Gar, he and his Hunter buddy dropped the group. The players I wound up with were decent, and things went smooth enough, despite the occasional death. So, I fired up another random dungeon and found myself in Blackrock Depths. Mournful lack of originality aside, I realized that I could also play my old friend Padgi for a few more days. I took the opportunity to start up a Blood Elf Paladin and a Draenei Shaman so I could look around and take a bunch of screenshots.
#2016 october puzzle pirates dead dying shut down trial#
Bending to my curiosity, I fired up a ten day free trial of The Burning Crusade that is offered to “former or current” players of World of Warcraft.
