2.03 - Magic School

Idea for October 4, 2007


Theme: Magic

includes topics that expand on the theme

  • magic (spells)
  • summoning
  • elements
  • curses (evil?)
    • ritual (Holy?)
  • methods of magic acquisition
    • learned
    • natural
    • acquired
  • artifacts
  • shapeshifting
  • power (!)
  • mind/body
  • constructs
  • reality bending
  • limitations
  • mixing
  • magic potions
  • auras
  • exhaustion (physical/mental)
  • magic resources (spell components)
  • magic places
  • familiars
  • enchanting
  • source/nature of magic

Genre: Simulation/RPG, Action/Adventure

game genre with possible significant changes or important points

  • free, open world from 3rd person perspective
  • detailed interaction between characters
  • detailed control of magic and elements, with advanced mechanics

Mechanics/Systems

individual gameplay mechanics and mechanics categorized by system

  • Movement
    • enchanced/determined by magic
    • controlling a familiar
    • can move about the field while casting magic
  • Learning
    • limit to magic learned/progression determined by magic tree (balancing abilities)
    • develop a speciality in magic (curses, shields, magic blasts, etc.) or go for variety
    • evaluation works like school: take tests and study, and performance is evaluated into a grade
    • player creates own familiar and magic gear (using resources and connections at schoo)
  • Magic
    • timing of spells = strength: there is NO MP bar
    • instead of predetermined spells and casts, magic is drawn from a source (like elements, or spell components/alchemy)
    • no individual spells, just classes of spells and user’s chosen level of affect/potency
    • controlling elements: they are the source of magic; charging, mixing and balancing elements for different spells (fire + fire yields more powerful fire ball, while wind + fire creates an area fire spell)
    • casting spells uses a combo system (same elements selected in different order yeild different results)
  • Combat
    • enemies consist of fellow students, hired targets (as it is a mercenary training academy), wild creatures, and members of rival schools
    • player is supported by fellow students of other fields within the school (students of archery, explosives, medicine, swordsmanship, etc.); allies possessed individual experience levels and abilities, as well as relationship levels (better friends make for better allies)
    • player has direct control of their character during combat
    • time slows down when preparing magic

Story

narrative elements concerning plot, characters, world

  • Player is a student at a school for warfare
    • offers diverse studies
      • swords, stealth, magic, strategy, etc.
    • player is part of a mercenary army, based in the school
  • Female protagonist
  • Rival character (friendly rival, or bitter nemesis?) whom reflects the player’s progression (in status and abilities), much like Blue in Pokemon
  • Travelling/Quests
    • take on the form of field trips (for combat, exploration, learning)
  • No war, instead player focusses on research and learn more and more advanced magic
  • Main plot revolves around internal struggles and politics of the school

Audience

includes possible target user group traits

Possible Technology

includes hardware that would best support the game


Contributors

includes GDDG members who contributed to this idea and were present during the discussion

  • Mediator: Cody Church
  • Billie Tan
  • Harrison Wang
  • Holly Becker
  • Alfred Darakjian
  • Tyler Nickel
  • Vincent Cua
  • Kevin Lee
  • Shane Morin
  • Ethan Johanson
  • Chris Walters
  • Lanz Singbeil
  • Samppa Raski
  • Jason Chung
  • Michael Liu
  • Drew Batcheller
  • Lawson Lim
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License