In
my past two essays, I have discussed the history of magic systems in video
games, and the how magic can be used as a mundane force used for world
building. In the second essay, I described magic as an analogy for other
systems of technology that exist in our world, like ordinance, the internet,
and economics. I further argued that one way for magic systems to progress
would be to consider more mundane, less-fantastic uses of magic that would
mirror more pedestrian uses of real-world technology. In this third essay, I
will discuss an alternative approach to magic. One that presents magic as a disruptive,
countervailing force to technology that is inherently chaotic and inconsistent
as opposed to reliable and technological. These alternative systems do not
follow the technological rules of Acquisition, Execution and Calculation; or if
they do, these mechanics are hidden away from the player to keep the mystery
alive.
To
begin I would like to briefly consider the ontology of various concepts of magic
in the real world. There are several kinds of magic to consider, each existing
through combinations of material reality, cultural practices, and in some
cases, faith-based belief.
First,
there is legerdemain, or slight-of-hand, which exists as a performance art
based around dexterity and misdirection. This type of magic represents a
trainable skill grounded in physical reality with ontology resembling ballet,
acting and pantomime. Like those other performance arts, sleight of hand has a
number of cultural traditions that vary throughout the globe. Many practices
invoke the superstitious themes of earlier conceptions of magic (discussed
below) to perpetuate the illusion of mythical power. Other practitioners guard
their secrets as tools of their trade.
The
second form of magic is stage magic, which often overlaps with the
former category of legerdemain. This form of magic is perhaps even more
grounded in physical reality, and is ontologically similar to set-design, stage
lighting, prop-use and more generously, CGI, camera tricks and other fanciful
post-production techniques. It too invokes mystical metaphors for thematic reasons, though due to the collaborative nature of
theater, it is generally less secretive than sleight of hand.
The
third way to consider magic is as a primitive science. Many superstitious
practices, such as alchemy, humorism, and herbal medicine, were motivated
by spiritual or esoteric beliefs that gradually formed the foundation for
scientific disciplines such as chemistry, anatomy, and nutrition. The ontology
of these systems is more complex. For example, alchemy’s existence is partially
comprised of non-scientific, but empirical practices of early chemistry, and faith-based belief systems. It is
exceedingly difficult, if not impossible, to identify a modern day cognate to this
early science ontology. If we knew what our delusions were, we would not suffer
from them so persistently.
The fourth type of magic is fictional magic. The type of magic I discussed in the prior two essays fall within this category, which encompasses escapist fiction, role-playing systems and other forms of willful, but self-conscious make-believe. The ontology of this type of magic is comparable to other forms of fiction, though it is arguably more speculative than fiction set in historical, or realistic contemporary situations. Like science-fiction, the motivations for creating and consuming this type of fiction range from pure escapism, to speculative curiosity to metaphorical polemics.
The
next type of magic, which we might describe as true belief, is ontologically
analogous to modern religion and spiritual practices. The actual form of that
ontology however, varies drastically depending on one’s personal belief system.
To the skeptic, or realist, this type of magic is flatly wrong. At worse, it is
a malicious type of willful ignorance that impedes scientific and cultural
progress. At best, it signifies confusion, naivete, a lack of
education and access to information, or exists as a psychological placebo to
make hard truths (like the inevitability of death) bearable. True believers’
take on magic also vary wildly according to their belief. Since the inquisition,
modern Christian religions have drawn distinction between miraculous phenomena
which are benevolent, and magical phenomena, which are infernal. Few true
believers bother to consider the actual ontological implications of the
existence of magical phenomena, however.
With
the readers’ indulgence, I would like to conduct a thought experiment
considering the implications of actual magical phenomena. It is not
my intention to try and prove or disprove magic, but because such a
perspective, “unreal” as it is, may yield interesting design decisions for
games featuring magic. It may hint at experiences that lie well-outside the realm
of typical ludic systems and encounters.
The
first and most important truth suggested by this thought experiment is tragic
and terrifying: there are things about the universe we cannot understand or
accurately describe, let alone manipulate. If magic phenomena could be
accurately explained, they would cease to be magic and start to be scientific. The
skeptics now ask “Why should we bother talking about things we will inevitably
get wrong?” The answer is to think about the things we can get right; and to
color in the edges that define our conceptual blind spot.
For
example, skeptics and fanatics can agree on one thing: magic exists in
opposition to logic. This accounts for why magic is often associated with
madness in art and literature. Those who purport to practice or interact with
magic are necessarily acting under delusions, since magic cannot be logically
understood. Another truth, consistent with all five ontologies of magic is that
magic phenomena are things that provoke wonder and curiosity. Even if they
cannot be explained, attempts to understand it can be made. There is no core of
sense to be had, no actual solution to the mystery, but an infinite potential
for delusional explanations to be made. Magic phenomena could therefore
ontologically exist as persistent logical problems that cannot be explained.
Already,
we have enough information for a conceptual simulation approaching actual
magic: a computer glitch within a game world. Granted, we have to approach a
computer glitch from this very specific perspective: an entity existing within a flawed diegesis, or broken narrative
world. As a figment of computer code, we cannot fix the glitch in the game
world, but we can interact with it. And if we attempt to interact with the glitch,
we run the risk of tearing at the seams that hold the world together.
One example that springs to mind is the famous missingno glitch in Pokemon Red and Pokemon Blue. In the game, the player assumes the role of a child who catches animals called pokemon in tiny balls, and ‘trains’ them through gladiatorial combat. The missingno glitch is actually a combination of two specific glitches, as explained in JpDeathBlade’s Missingno info-graphic (currently visible at http://imgur.com/vFbFu), which I will attempt to summarize below.
One example that springs to mind is the famous missingno glitch in Pokemon Red and Pokemon Blue. In the game, the player assumes the role of a child who catches animals called pokemon in tiny balls, and ‘trains’ them through gladiatorial combat. The missingno glitch is actually a combination of two specific glitches, as explained in JpDeathBlade’s Missingno info-graphic (currently visible at http://imgur.com/vFbFu), which I will attempt to summarize below.
In
the game world, the player encounters different pokemon by wandering through
different environments. Environments are determined by terrain panels, such as
grass, water, caves, buildings, and through fishing. In towns, pokemon are
normally not encountered. There is a case however, where you can receive a
tutorial on how to catch pokemon by talking to an old man. This special
encounter carries a grass tile encounter. When a player transitions from one
environment to the next, the terrain memory from the previous location is usually
wiped. But by using the “fly” command from Viridian City to Cinnabar Island,
the terrain memory from the previous location will be retained. Cinnabar Island
is unique as it has a specific stretch of land along its coast that is
erroneously labeled as grass tiles.
Due
to the limited memory of the Game Boy platform that runs the game (32 bits), the
information that would normally determine which pokemon are encountered is
instead used to store the player’s name data. As a result, when the player
triggers a pokemon counter on the coast of Cinnabar Island, the game
incorrectly attempts to draw pokemon data from the player’s name data. This
allows the player to encounter a number of different pokemon depending on the
spelling of the player’s name, and it also leads to a confrontation to
missingno. Missingno, which is short for Missing Number, is an exception handler
that is thrown up in place of missing data.
Fig. 1:
Missingno Encounter in Pokemon
Several
things can result from an encounter with missingno. If the player flees from
the encounter, the item in his sixth inventory slot will be doubled, again due
to memory problems. If the player captures missingno, it will very likely
corrupt the games’ save file by creating a non-existent entry in the player’s
pokedex, encyclopedia.
From
a diagetic perspective, these interactions are both possible—easy even!—but
they make no logical sense in the game-world (that said, many fans have concocted
explanations that attempt to reconcile missingno with pokemon canon). Even in a
world where monsters can be captured in pocket-sized balls and humans can be
carried aloft by pidgeon-sized birds, being able to duplicate items and break
the game world makes no sense. Making something from nothing (a common trope in
every ontology of magic) threatens to destabilize the game’s fictional economy,
and interacting with the missingno entity could destroy the game-world itself. This
brings us to a second important truth about magic: if it were to exist in a
“realistic sense,” it would not only be terrifying and maddening, but also
fundamentally and catastrophically dangerous.
So
how can we make a game with a system that captures this “actual” type of magic?
First of all, since we are necessarily building a system out of logic, to
create “actual” magic, we would need a filter that at least creates the
illusion of illogic, where cause is severely decoupled from effect. This can be
simulated with varying degrees of crudeness, through clever use of random
functions in programming. Secondly, these randomized consequences would have to
be dangerous, or at least severely frightening to convey the terrifying
lacunae, the unknowable black hole that actual magic would represent. Finally,
from a pragmatic perspective, we cannot expect the player to engage the
gameworld from an immersive, hypothetical perspective, as I have just done with
pokemon. Therefore, we would need some sort of game system that engages with
the player at a meta-level. Finally
Surprisingly, there are already two games that fit these conceptually difficult and bizarrely specific criteria.
The
first title that springs to mind is Eternal
Darkness: Sanity’s Requiem. The game was developed by Silicon Knights, and
exclusively released for the Nintendo GameCube in North America on June 24th,
2002. As you may expect from scary criteria, the game has a horror theme, and a
“Mature” rating the ESRB. In fact, it was the first ever mature-rated title to
be directly published by Nintendo.
In the game’s frame narrative, you play Alexandra Roivas, a young woman exploring her Grandfather’s Rhode Island Mansion. You stumble across The Tome of Eternal Darkness, a book as evil as its title suggests, which documents the lives of the Roivas bloodline. This frame narrative serves to segment the plot into different levels set in disparate time periods, and in each level, Alexandra’s ancestors do battle with some unspeakable evil. Eventually Alexandra learns how to face the unspeakable evil herself learning spells and skills from her ancestor’s accounts in a manner that is not-unlike the Assassin’s Creed series’ science-fiction meta-narrative.
In the game’s frame narrative, you play Alexandra Roivas, a young woman exploring her Grandfather’s Rhode Island Mansion. You stumble across The Tome of Eternal Darkness, a book as evil as its title suggests, which documents the lives of the Roivas bloodline. This frame narrative serves to segment the plot into different levels set in disparate time periods, and in each level, Alexandra’s ancestors do battle with some unspeakable evil. Eventually Alexandra learns how to face the unspeakable evil herself learning spells and skills from her ancestor’s accounts in a manner that is not-unlike the Assassin’s Creed series’ science-fiction meta-narrative.
The
truly magical mechanic of the game is called the “sanity meter.” In addition to
physical health, the character’s state of mind will gradually deteriorate as
they encounter frightening enemies. As the sanity meter depletes, strange and
unsettling things occur in the game. The player will suffer hallucinations were
they explicably explode, or gravity is inverted. Sometimes the hallucinations
will abate; other times the player is forced to play through them. The true
master-stroke of the game, is that it will often disrupt the very medium of the
videogames itself. When saving, the game will occasionally present players with
messages that their save card has become corrupted (destroying save data from
every title on the card).
Fig. 2: Eternal
Darkness’s Sanity Meter (upper left)
Admittedly,
the sanity meter does create a rough logical framework to forewarn players, in
the interest of making the game fair. The bar’s depletion is roughly equivalent
to the musical swells in horror films, playing on viewers’ dread by hinting at
the violence that will soon occur. But the system is also delightfully
deceptive. Hallucinations will periodically occur when the player’s sanity bar
is nearly full. Other times, when the bar is nearly depleted, several minutes
will pass before the player suffers a hallucination.
The
game also features a more conventional magic system that is oriented around
combat and recovery. The Acquisition system is based on items that are termed
runes (but more accurately thought of as Sigils), which can be mixed and
matched to create different spell effects. The Execution system boils down to
button presses (as opposed to menu commands, or crafting recipes). The
Calculation system falls in line with Rock-Paper-Scissors-style elemental dominance, with Magic
presiding over Health, Health presiding over Sanity, and Sanity presiding over
Magic.
Relatively
simple combat system notwithstanding, the inherently hostile game world, whose
logical consistency steadily degrades as players navigate it, comes close to
capturing the sentiment of a perpetually unknowable magical world.
One
other game comes closer still to a truly magical world.
LSD: The Dream Emulator was developed
by Outside Directors Company, and published bu Asmik Ace Entertainment for the
original Sony PlayStation on October 22nd, 1998. It was re-released
in Japan, through the PlayStation network, on August 11th, 2010. It
has never been officially released in the United States, but in recent years,
the game has gained a cult following thanks to the internet
The
premise of the game is simple: the player wanders around a randomly generated
psychedelic dream world. By bumping into various objects, she may be transported
to new environments, or if she falls into a pit, she will wake up. After
roughly 10 minutes of play time, she will wake up anyway. Each dream concludes
with a graph that is supposed to char the player’s mental state throughout the
dream according to four categories: Upper, Downer, Static and Dynamic.
Fig. 3: LSD’s Dream Grid
For
memory reasons, there are a limited number of environments and entities the
player can encounter, but the textures used to color said entities are often
distorted, resulting in subtly different experiences every time. Due to the
randomized nature of gameplay, players very rarely have duplicate experiences. Eventually,
the player will unlock a “flashback” feature, allowing them to revisit dreams,
but for a shorter period of time, unless they precisely retrace their steps
from the first dream.
There
are no objectives or win conditions. There is no combat. The game is a
perpetual mystery, and while it is occasionally disturbing, it is not remotely
concerned with providing players with a frame of reference to judge their
experience. In this sense it is even more magical than Eternal Darkness. While an unknowable, or inherently anomalous
world has terrifying implications, those implications are only terrifying from
an anthro-centric view point.
Magic,
should it exist, is much bigger and weirder than humanity can comprehend.
Glitches and games both represent a very promising opportunity to get outside
of our conceptual comfort zone and see just how strange, damaging and
irrational magic could possibly be.