Magic systems in Video Games

02/05/2025

The magic system is a set of rules regarding the functioning, effects, and consequences of using magic when casting a spell under certain conditions, both in the fictional universe of a video game and in the real world.

In video games, the word "mechanics" is used instead of magic, as it can affect the narrative.

NARRATIVE

In Cult of the Lamb [Massive Monster/Devolver], imagery typical of Satanic rituals, such as pentacles or glyphs, is mixed with adorable elements. This creates a dissonant effect that aesthetically attracts potential players.

In certain video games, magic is literally part of the narrative, such as the tarot in the Persona series [Atlus/Sega], based on Jungian archetypes, or in The Cosmic Wheel Sisterhood [Deconstructeam/Devolver], where arbitrary symbols are used, assigning their own meanings to these "Arcana" procedurally, both by players and by the development team.

In other cases, magic is part of the game's universe, even if the main character doesn't necessarily use it:

This is the case in mystery games like Night In The Woods [Infinite Fall/Finji], where folklore determines the lives of the locals, or in other Lovecraftian horror works like Alone In the Dark [Infogrames], where cults that worship the ancients drive the background plot.

The narrative of magic will follow patterns of simplicity toward complexity, setting limits on its powers and seeking balance to avoid potential contradictions in the worldbuilding proposed by the writers:

Simple powers have the advantage of being very flexible, while complex powers contain a background based on levels and hierarchies that can restrict the storytellers' creativity. For this reason, a distinction should be made between magic for narrative purposes and magic that consists of mechanics that the player can experiment with.

However, the mechanics are well-defined, and users know exactly what they can do at any given time, using their strengths and weaknesses to their advantage.

Even so, some players find exploits to get more out of mechanics that weren't considered when developing the game.

COST

In most games, there are magic points, equivalent to a power or skill, used for combat or solving challenges. These are used in role-playing games through battles that employ different leveling systems.

These "mechanics" serve, just as in the real world, to achieve success in whatever is being requested or cast, fulfilling a clear objective:

Normally, the more powerful a mechanic is, the more limited it is, thus defining game theory itself.

These limitations can be very diverse, ranging from the user's own physical capacity to integrated into the mechanics themselves, such as their recharge time, depending on whether the game is real-time or turn-based. In the case of Final Fantasy [Square-Enix], you have one action per turn, and depending on the strength of the spell, fewer can be used. In other cases, such as Dofus, actions have a point cost that limits the number of actions you can perform. Choosing between a single powerful action or several less powerful actions is essential for anyone developing video games.

Disadvantages don't just come from cost; there are also drawbacks in the form of extra weight or casting time that won't allow you to dodge enemy attacks, especially relevant in games like Dark Souls [From Software/Bandai-Namco] where every hit can mean death.

The limitations are similar to the real world, where certain conditions must be met, like a ritual, for an occult spell to take effect. Situations that require some kind of astrological or temporal situation require the right timing, such as certain nights of the lunar calendar. In the context of a video game, certain spells only take effect at specific times, so simply being powerful by reaching the highest level isn't enough.

The equivalence of power with "mana points" (MP) associates a cost to the spell cast in the form of units, or through a percentage bar, which will increase according to the character's statistics, with new enemies scaling as the player levels up. It is common in video games like The Witcher [CD Projekt] to rest at an inn due to skill increases that exceed your capabilities, through the consumption of a potion.

If we compare it to the spells we read in real grimoires, this cost would be the one the mage incurs when making an offering or sacrifice, even offering his soul.

BUILDS

To improve their skills, the player must complete quests, obtain specific items to gain experience, and have to create a mage "build," a concept that refers to the avatar's specialization in magical abilities to the detriment of short-range physical abilities. This hyper-specialization tends to lean more toward protective or aggressive types of magic, while in today's esoteric world, they tend to touch on many areas at once, areas related to changing fortunes.

RACES

Influenced by fantasy literature, we often encounter different races that show a greater affinity for magic, with passive racial advantages that reduce the costs of casting spells compared to humans: In the video game series The Elder Scrolls [Bethesda], there are races such as the Khajiit, werecats that allow you to specialize in archetypes related to stealth, or the Elves that allow you to enhance your potential abilities as a mage.

ELEMENTS

In the world of esotericism and occultism of the Renaissance and early Neopaganism, elements were essential for casting spells. This was not only due to their connection to alchemy, but also to beliefs about their "percentages" in every living being, including "ether" as the fifth element that unites everything, and which in Final Fantasy serves as a magic-restoring potion. It is in this saga that Black Mages appear who use offensive magic in the form of fire, such as "Pyro," or White Mages who resurrect allies with "Lazarus," while Red Mages can use both.

It is common in video games to find a rock-paper-scissors game between elements such as Fire-Water-Plant, even reaching Pokemon [Nintendo] or Genshin Impact [miHoyo/Tencent] taking inspiration from Christian Gnosticism: The seven elements are part of a God who seems to be not the authentic one, so the player must learn how to take his place by using them.

PASSIVE/ACTIVE

The mechanics we find can be active or passive, without the player needing to execute them: In Hogwarts Legacy [/Warner Bros] you can defend yourself with "Protego" and use "Swoon" to attack your opponent, depending on your reaction time. In World of Warcraft [Blizzard/Activision] there is an area-of-effect spell for the Priest class, which specializes in healing, that protects other team members while they perform other attacks or move.

We can conclude that video game systems draw on literature and the collective imagination about what magic means. In video games, magic will always appear as part of the story within a context where it makes sense, or as a mechanic with certain limits that allows the player to understand the world as they see fit.

Ignacio Povedano Selfa - ignacio.povedano305@gmail.com

Nuria Acquaviva – nacquavivaps@gmail.com

Bibliography:

-Copier M. (2005). Connecting worlds. Fantasy role-playing games, ritual acts, and the magic circle. In DIGRA (Digital Games Research Association) Changing Views: Worlds in Play. Vancouver, Canada.

-Crawford, G. (2009). 'Forget the Magic Circle (or Towards a Sociology of Video Games)', keynote presentation for Under the Mask 2, University of Bedfordshire.

-Testa, A. (2014). Religion(s) in Videogames. Historical and Anthropological Observations. Heidelberg University Pub.


Related articles:

> Ouija: Origin and History to the Present.

> Demon Seals: Signatures, Grimoires, and Protections.

> The Witch's Hat. Origin and symbolism to the present day.


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