“Any
sufficiently advanced technology is indistinguishable from magic.”
-Arthur C. Clarke’s Third Law
“Any
sufficiently advanced magic is indistinguishable from technology.”
-Larry Niven being a smart-ass
This
is the second in three essays examining magic as an imagined medium,
specifically in relation to videogames. In the previous essay, I provided
readers with a brief overview of video game magic systems and how they have
changed throughout the past three decades. In this essay I will explore what
else magic is capable of, and why video games are especially well-suited to
exploring the concept.
I
concluded my last essay by saying that magic systems must move beyond combat
and puzzle solving, but I believe it would be useful to briefly address the
conceptual causes that perpetuate these practices.
The
very notion of magical combat supports the Campbellian mono-mythical structure
that characterizes the overwhelming majority of fantasy fiction. If a person is
armed with magic, it is easier for audiences to believe he can act as a one man
army, that he can survive injuries that would kill mere mortals, and that he
can change the world in a dramatic and profound way. More importantly, the
fantasy of magical violence satisfies a fundamental escapist desire: the physically
weak can overcome the physically strong through intellect and creativity; which is why
mages are so often portrayed as very young, or very old, and described with
adjectives like ‘frail’ and ‘bookish.’ Videogames are especially well-suited
for this type of fantasy, because they allow players to experience this fantasy
through direct simulation, rather than vicariously imagining themselves as a
movie or novel’s protagonist.
Magical
problem-solving is a step in the direction of subtlety, but the types of
problems videogames ask players to solve with magic are generally very blunt
and uninspired. How can I move this boulder? How can I cross that gap? How do I
get all the way up there? The reason videogames pose these very physical
questions to players is that most game-design is predicated on creating a
believable sense of physicality. Conundrums leveraging collision detection and
physics engines effectively force players to acknowledge and succumb to the
consistency of their world. In order for magic systems to “grow up,” game
designers must move beyond physical means to establish cohesive realities.
Admittedly,
some very creative things have been done with the “magical solutions to
physical problems” premise. Valve’s Half-Life
and Portal franchises feature
extremely innovative puzzles and physical simulations. Now, I’m sure some genre
purists are objecting on the grounds that both of those titles are “science
fiction” whereas “magic” is a juvenile notion that belongs to children and
fairy tales. Dear petulant smartasses: there is as much ‘hard science’ behind a
gun that spits out portals—sans ammunition no less!—as there is to a kiss
turning a frog into a prince. The difference between the two primarily boils
down to thematic presentation (namely frame narrative and graphical style)
rather than conceptual integrity.
See this? It's fucking magic.
I
will concede that magic can be
invoked as a capricious force that exists in opposition to technology and
logic. That is the subject of the final essay in this series, in fact.
Generally
speaking though, videogames use magic systems and magical technologies for a
similar purpose: conceptual frameworks for structuring fictional worlds. When
rendered with sufficient detail, magic becomes indistinguishable from
technology like Mr. Niven said up top.
There
are many more ways to make things “real” than through creating a facsimile of
physical reality, however. In speculative fiction, an author’s world building
skills are measured by her ability to create a comprehensive, inhabitable world
with unique social customs, and value systems as well as foreign physical
technologies. One institution that shapes these cultural values is an economy.
Video
game economies are often employed as a means of controlling the rate of
character progress. Players must collect currency or some other valuable
resource in order to purchase beneficial game objects, or to pay for training
to use new abilities. The acquisition of wealth is very to balance, and in most
single player games, the player ends up being ludicrously wealthy by the final
phase of the game, and money has very little meaning. The cultural implications
of wealth rarely have narrative consequences; NPCs rarely treat players
differently. Massively Multiplayer Online Games (MMOGs) are different however,
because multiple players inhabit the same world and share the same economy,
introducing in a genuine social value to game currencies. Players learn to
recognize other wealthier players by their virtual garb, or the items they try
to sell in barter economies (which are the norm in most fantasy games). The
frame stories of most MMOGs rarely examine or describe the inherently magical
mechanics that drive these economies however.
In
World of Warcraft, money is obtained
by killing and looting enemy corpses, harvesting and selling “natural”
resources or by completing quests (which almost always entails some combination
of the prior two activities). This is a standard model for most MMOGs and
single player games, but I am using Warcraft
an archetypal example. The magical aspect of this economy is that natural
resources, and value-laden monsters, are infinitely renewable. Given the social
scope of MMOG’s if the resources did not constantly renew all of the game’s
enemies would be dead in a matter of hours and the world’s resources would be
similarly depleted. Consequently, this mechanic is a necessity of game design
rather than an intentional thought experiment. I would argue that it can
function as the latter, however.
A
world with infinitely renewable resources results in a society where
exploitation is pervasive, but also meaningless. There are no environmental
concerns to consider when hunting animals (or even sentient monsters and
humanoids), or gathering “rare” resources. The resources are gathered, but the
environment never strains or suffers.
Charitably,
this system results in a sort of utopian meritocracy: there is literally no
limit to the amount of wealth players can amass by exploring the game’s world
and killing its monsters. The exploitation of natural resources also synergizes
with ludic experimentation; players learn to play the game more effectively as
they amass greater riches. They learn to play more efficiently and more
effectively.
Cynically,
a magic system of infinite resources sucks the wonder and value out of rare
commodities. Collecting gold ore, exotic animal pelts, and rare herbs is no
longer an adventure: it is drudgery. Duplicate items appear in the world at a
logarithmic rate, rather than over the course of decades, centuries or
millennia. Blizzard has attempted to curtail this encroaching sense of drudgery
by introducing crafting recipes that require an exorbitant amount of the limitless
natural resources. The theory is that their rareness can be reified by
increasing the total time players have to spend searching for components and
reagents. In actuality, this merely reinforces a player’s sense of monotony. It
is no accident that MMOG’s are frequently described as grinds.
Other
design decisions made in the interest of fairness and expedient-play have led Warcraft’s economy to become
increasingly clinical and sterile throughout the years. Like all economies, Warcraft features various professions
that can gather and craft resources in various ways. Initially, attempting to
craft an item was a risky undertaking; there was a small probability that the
player would fail and waste the required reagents. To make the game more
broadly appealing, this mechanic was truncated fairly early on in the game’s
life cycle. Furthermore, the game’s various professions did not feature any
unique mechanics that meaningfully differentiated the crafting process; the
gameplay behind mixing an alchemical potion and enchanting an item boils down
to clicking through a series of menus.
Many
single-player games suffer from similarly broken and monotonous magical
economies, but their future has a somewhat brighter prognosis than MMOG’s. In a
single-player experience, game designers do not have to worry about fine-tuning
a system to be fair for a vast number of players interacting with the world simultaneously.
They can create truly scarce resources, or infinite resources that re-emerge at
a much slower rate than in MMOG’s. More adventurously, they can also allow
player behavior to meaningfully warp and alter in-game economies.
Butterflies are tricky to catch but not as hard as in real life. Still, it's a step in the right direction. (Picture found at One Girl Geek's blog in a post about things you can eat in Skyrim)
Bethesda’s
latest entry in The Elder Scrolls franchise, Skyrim, engages in a few such experiments. Even though Skyrim does not allow players to barter
and argue with other actual people, its economy is more compelling in several
ways. In Warcraft, the absolute
bottom of a game object’s value on the player-traded auction house is
determined by the amount a non-player-character (NPC) will pay for it. Save for
acts of charity and obvious mistakes, players will not sell items to other
players if they can get more money from the computer. In Skyrim however, flooding an NPC with the same type of item will
result in market saturation and cause an observable decline in value. In Warcraft, flooding the market is less
dangerous because NPC vendor values do not vary.
Skyrim’s
most compelling crafting profession also features mechanics that establish cost
and risk. Player’s must ingest ingredients to learn their initial effects, and
then mix them with other combinations of ingredients to learn their secondary,
tertiary and quaternary effects. This yields an absurdly childish but
undeniably gleeful approach toward mixing potions that necessitates exploration
and experimentation. If two ingredients do not have compatible effects they
will be wasted. And the act of tasting ingredients has a degree of risk to it
as well, since poisonous materials will harm or sicken the player. The design
lesson here, is that compelling speculative economies must feature meaningful
and costly differentiation as well as observable, routinized behavior.
Another
neglected, but promising dimension for thought-provoking magic systems lie with
scheduling. The overwhelming majority of videogames do not feature schedules of
any kind. Videogame plots often present players with an impending apocalyptic
danger but their implied urgency is undercut by mechanics that permit (and
occasionally encourage) players to dawdle.
The
speculative concept of a time-loop presents one example of magical scheduling.
Nintendo’s strangest (and arguably most refreshing) installment in the legend
of Zelda franchise, Majora’s Mask, features
such a hook. The game sees franchise hero Link trying to save a world by
preventing the moon from crashing into the planet in three days. Like the
classic movie, Ground Hog’s Day, the game follows a looping
structure, with the world changing appropriately, (or in some cases, utterly
bizarrely) in relation to the impending apocalypse. This system is
paradoxically urgent, as a player must complete every task in the game world in
less than three days (roughly 54 minutes of real-time), but also permits the
type of dawdling that players have come to expect and appreciate from
role-playing games. Like Skyrim’s
alchemy system, Majora’s Mask time
loop presents players with a combination of established routines and the
potential for experimentation. To solve many of the game’s mystery, and
ultimately thwart the end of the world, players must observe NPC’s schedules
and other changes that occur in the game world (the clearance of road blockages,
changes in merchant’s stock). The NPCs consistent behavioral patterns serve to
reinforce the diegesis in a more subtle and thought-provoking way than a simple
facsimile of physical reality.
Recent
installments in Atlus’ Persona
franchise explore the possibilities of magical scheduling in even greater
detail by adding an element of socialization. In both Persona 3 and 4, players
inhabit the role of a Japanese high school student who must balance mundane
activities like attending class, studying, sports and socializing with saving
the world from supernatural evil. In Persona
4 there is a direct correlation between the forces of darkness and the real
world’s weather patterns. By consulting in-game weather reports, players can
literally pick their battles.
The Persona series offers player the opportunity to
obtain superior firepower through friendship.
The
game’s socialization system is also intertwined with the game’s fanciful combat
system. Like most Japanese young-adult fiction, social conformity and team work
are heavily emphasized. The player’s avatar builds relationships with other
characters, referred to as social links. Stronger social links allow the player
to summon more powerful supernatural identities called Personas. Social links
are strengthened by essentially being a good friend; helping people over-come
their personal demons, (like reservations about inheriting a family business,
or confused sexual orientation), become vital processes for triumphing over
more direct, physical threats. The resulting tone is often bizarre and
disappointingly preachy, but the game world is satisfyingly cohesive and the
social mechanics add a thought-provoking spin on traditional role-playing
premise. Again, we have a system that is ultimately beholden to simulated
physical combat and for games to truly mature as a world-building medium, subtler
forms of simulation are necessary.
Here
I have hopefully explained now how magic systems can establish cohesive,
mundane fictional realities through routinized gameplay mechanics, in ways that
traditional forms of speculative literature cannot parallel. In order for magic
to mature, we must explore the social and temporal aspects of reality in
addition to physical applications of magic. The physical aspect of videogame
realities are often the most sensational, far-fetched part of the experience.
Exploring politics, social relationships, and daily scheduling allow designers
to take a more gradual, thoughtful and thought-provoking approach toward magic
as a system of speculative technology.
The
concept of magic is bigger still, however. In my final essay, I describe how
the concept of magic transcends even speculative sciences, and how deliberately
disruptive gameplay experiences and glitches can simulate the concept of
“actual” magic; forces that are ontologically “other” than technology and
logic.