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What RPGs are best at letting you use magic to solve problems in clever ways?

Citizen

Guest
I love when RPGs allow you to meaningfully use magic outside of combat for interacting with environment and people. Most RPGs don't tho, and threat magic as a purely combat feature. Quest for glory, Heroine Quest, Ultima Underworld, Arx Fatalist are the only ones I can remember allowing you to
 

CryptRat

Arcane
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Explorationfag games are the exception, but funnily enough I can't think of modern explorationfag games with spellcasters.
:oops:



However Lurking II: A madness has some nicely done occurences of advancing through the adventure via the use of a song or spell but I can't remember how many, probably only a few, obviously compared with Dragon Wars which does not have dialogs at all the balance towards triggering keywords rather than using spells is bigger, but I can't recommend these games enough for that very specific itch of exploring and solving one big quest with your own party.
 

Serus

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People who disagrees with me should play one of the point and click adventure games of that time made by Sierra. One of the Quest series (Space Quest or King Quest mainly) and THEN tell me that Quest for Glory doesn't feel like those game. With some CRPG element added on on top of that.
Magic in QfG has very particular uses, to solve puzzles in one specific way. As in typical adventure puzzles which they are. Most magic spells are used there only to solve those one or two situations, those concrete puzzles - and that's all they do. They don't serve any other purposes. Just like objects you collect in an adventure game. On the other hand in a typical CRPG spells usually have some more general use. Even if they are used to solve a specific quest(s) in a creative or fun way - it's usually not their only purpose. If it is, many would considered it a bad design.
So yeah, I stand by my previous statement. QfG is more of an adventure game - in general. But more importantly magic usage in particular falls into "adventure" category*. And magic in CRPGs is what we talk about, isn't it?

*Except a few combat spells.


As a side note,
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,
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<disagree>
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or even
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or
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or similar are a more... monocled way than
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to show disagreement. Unless one wants to be considered less than
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gentleman to say mildly.
 

V_K

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QfG gives you vastly different gameplay experience depending on your class and skill choices. Now name one """proper""" CRPG that does that.
I would say that it's exactly the other way around - QfG is one of the few true RPGs in video game medium, it just uses Adventure mechanics to wrap up skillchecks to make them a less braindead activity.
 

CryptRat

Arcane
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Messages
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People who disagrees with me should play one of the point and click adventure games of that time made by Sierra. One of the Quest series (Space Quest or King Quest mainly) and THEN tell me that Quest for Glory doesn't feel like those game. With some CRPG element added on on top of that.
Magic in QfG has very particular uses, to solve puzzles in one specific way. As in typical adventure puzzles which they are. Most magic spells are used there only to solve those one or two situations, those concrete puzzles - and that's all they do. They don't serve any other purposes. Just like objects you collect in an adventure game. On the other hand in a typical CRPG spells usually have some more general use. Even if they are used to solve a specific quest(s) in a creative or fun way - it's usually not their only use. If it is, many would considered it a bad design.
So yeah, I stand by my previous statement. QfG is more of an adventure game - in general. But more importantly magic usage in particular falls into "adventure" category. And magic in CRPGs is what we talk about, isn't it?
I think it's complicated.

I agree it does feel like those games, and I am sure there's some overlap between the audiences. These games have classes, and a unique controllable character, and each class have some limited ways to solve puzzles, it does not work like, say, Wasteland, where your entire party of classless characters often have many ways to pass the next obstacle, and along the close line between solving puzzles and advancing your own way Quest for glory balances to the former and Wasteland to the latter. I like both approaches but I can understand how people think the second captures P&P even better, solving mechanical puzzles is a small part of P&P and finding a way to get a key item on the ceiling of the room probably even less. Also P&P feel means creating your party at the beginning of the game to me, it's one of the differences between video RPGs and other video game genres.

However, in the balance, I tend to disagree anyway for multiple reasons, all these points overlap but :
- they're using their point & click interface but adding skills (including non-combat skills), adding combat, adding resource management, that's a lot of things,
- and I think there's nothing RPG about choosing between fire arrows or magic fire arrows, while having more than one way to open doors is specific to RPGs, and this specific example is interesting because many games put only a couple of very basic things like this exact one into their action game and call it a day, and an RPG, while Quest for glory games go so much further than that, with schedules, etc..., it goes very far into the simulation part of RPGs, with letting each class acts the way of its class like in a PnP table
- The problem with games such as Morrowind, like people said, is that there's no problem to solve and a good part of what you do with spells is bypassing fights and flying above water, if it's just a physics engine and deal with it then I really think that the challenge linked to the use of magic to solve stuff can quickly disappear, I really think it's more satisfying in Quest for glory
- I think that typing commands with verbs (or, arguably to a lesser extent since you can propose less things, using a skill and interacting with the environment) like in Space Quest actually captures the part about chatting with a DM more than many other things such as picking options from lists during dialogs with NPCs for example. Chatting with a DM is not only and very not only about dialogs with NPCs, directly choosing your verb (for example directly a skill) and a target, either with a parser or with a Point & Click interface, and the game answering to that is a better representation.

To summarize theres's no party but if we agree that games like Underrail are legit RPGs too then I don't see any problem for this game to be too.
 
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V_K

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These games have classes, and a unique controllable character, and each class have some limited ways to solve puzzles, it does not work like, say, Wasteland, where your entire party of classless characters often have many ways to pass the next obstacle
The difference is not that drastic though, because you can make hybrids in QfG picking some non-class skills at creation, which gives you more than one way to solve many of the puzzles with the same character.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Deadfire has several overland encounters that can be bypassed/ameliorated/enhanced if you have the right spell/item/skill at hand.
 

KeighnMcDeath

RPG Codex Boomer
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Pity the Elderscroll games didn't utilize their spell systems and npcs in a wider scope. I enjoyed the customizing spells there.

Maybe making a game with so many different options for just one encounter/problem was/is too time consuming. AAA titles want their buggy shit out last week and indies don't want to go broken wasting too much time. I guess there's always spells to overcone puzzles and influence npcs.
 

luj1

You're all shills
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Morrowind had fun spells too, but I never felt like the world was built with obstacles to really encourage their use if that makes sense.

Couldn't agree more.

Well, you are both wrong. You can't access most Telvanni-related content without levitation. You can't get to the Ministry of Truth in Vivec. There is a high amount of hand placed statics in the game, hidden by hand (!), which are unattainable without levitation. There is also water walking which is very useful in places like the Bitter Coast or Azura's Coast where there are many tiny islands in a large body of water, and you just wanna trek across it, instead of swimming and getting on and off every little island. Water breathing is most of the time unnecessary but still can be useful.

There are also Slowfall and Jump, both are great for navigating cave systems and for finding those hidden items.

So yeah, literally the opposite of what you said is true, Morrowind being impossible to beat/explore without certain spells, and you are encouraged to use these (by NPCs or otherwise) when you are sent to various places.
 

Momock

Augur
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Sep 26, 2014
Messages
666
Just play the first two fallouts, they have shit ton of ways to solve most problems you encounter. This ain't magic but skills you use cleverly, but why you need magic specifically.
Khans from the first fallout give you some ways to free the girl:
- Kill everyone
- Kill everyone but use stealth skill to put an explosive inside a crate near the boss of the khans, effectively making the battle much easier
- use explosives to free the girl and sneak out
- talk the boss out (if i remember correctly)
- Accept the deal with the bandit leader to kill the girl to join them, take the gun he gives you, start aiming the girl... and then make a 180º turn in slow-mo and shoot a bullet in the bald fucker's head blowing it to pieces and deal with the rest while they're still wondering what happenned.

Well, it's how it displayed in my head when I was a teen...
 

V_K

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You can't access most Telvanni-related content without levitation. You can't get to the Ministry of Truth in Vivec. There is a high amount of hand placed statics in the game, hidden by hand (!), which are unattainable without levitation. There is also water walking which is very useful in places like the Bitter Coast or Azura's Coast where there are many tiny islands in a large body of water, and you just wanna trek across it, instead of swimming and getting on and off every little island. Water breathing is most of the time unnecessary but still can be useful.
Meh. Most of these is a) simply a matter of (in)convenience - there's no challenge involved in using the spell unlike levitation sequences in Quest for Glory or Arx - and b) make up a tiny portion of the game.
And if you need loot as a magic user in TES, you're playing it wrong.
 

Shadenuat

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Anyone can craft a bunch of small hand placed encounters/puzzles, not any game has balls to give player freedom to use these tools at any time and makes up challenges through its systems. It is a challenge to find silver staff at that ass mount kand during blight storm while multiple blighted deathbirds harass you.

You can run Morrowind as caster without items as a form of self challenge but loot makes you shitstronk and allows training without autistic recasting, and most fun and expensive spells.
 

V_K

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makes up challenges through its systems
See, here's the problem - it simply doesn't. There's no challenge in figuring out what spell to use where, nor in acquiring it, nor in actually using it. MW has nothing like DF's far more exciting dungeons where water breathing or slowfall can be vital while resting and magicka regeneration is much more limited.
 

Shadenuat

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Morrowind rest is ass, but then pick Atronach, and boom, limit. Dagger I played some sort of millenia ago but from my point of view, custom made dungeons with hand placed secret ledges is a lot better than any generation. What about acquiring spell? Like make it hidden rune from Gothic? But that runs counter to Morrowind design - it is a game where there are many wizards, and hundreds of shops, and guilds, and schools, and it only stands to reason that if you earn shitton of gold somehow, you should be able to learn any spell you want. You can argue for better game economy, but magic is not rare in the setting, so you can't put too many constraints on players ability to aquire it. Using magic, whats so much different from any other games? In most of them you generally order character to cast the spell and they cast it. You can throw Arx Fatalis into it or limitations based around spells themselves I guess (like only allow levitation while you concentrate/can't use inventory etc.) though.

But can you solve problems in game with magic, create your own spells, and be all imaginative about it, and does it affect gameplay a lot? It does, even if it's not hardcore/challenging. Also I am not actually seeing how adventure style "use hotspot to grab gem or traverse pit" is any better than Morrowinds level navigation btw.
 
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mondblut

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Ingrija
Birthright lets you pick the dungeons clean using detect treasure + teleport combo while skipping most of encounters and puzzles.

In Arena, you can plow through a generic dungeon casting passwall indiscriminately.

Any game with flight ability provides for a lot of opportunities to creatively say "fuck you" to its designers.
 

V_K

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custom made dungeons with hand placed secret ledges is a lot better than any generation
DF's main quest dungeons are all handcrafted.
Also, as an aside, Unexplored has procedurally generated dungeons that are better than 90% handcrafted dungeons in other RPGs. Some fun magic applications there also - and will be even more fun in the sequel.
What about acquiring spell? Like make it hidden rune from Gothic? But that runs counter to Morrowind design - it is a game where there are many wizards, and hundreds of shops, and guilds, and schools, and it only stands to reason that if you earn shitton of gold somehow, you should be able to learn any spell you want. You can argue for better game economy, but magic is not rare in the setting, so you can't put too many constraints on players ability to aquire it. Using magic, whats so much different from any other games? In most of them you generally order character to cast the spell and they cast it. You can throw Arx Fatalis into it or limitations based around spells themselves I guess (like only allow levitation while you concentrate/can't use inventory etc.) though.
The problem with levitation per se is that it's way too powerful, too cheap and too easily available to create interesting situations. Adding some limitations would actually go a long way to make it more interesting. Like only allowing you to levitate horizontally (like in Arx) - so you first have to find a reachable height to levitate from (if level designers bothered to put one there, of course). Or have magnitude determine how high you can go instead of how fast. Or spells could have reagent costs, like in Ultima - then using or not using the spell would become more of a meaningful choice.
Also I am not actually seeing how adventure style "use hotspot to grab gem or traverse pit" is any better than Morrowinds level navigation btw.
It's not about presentation - Arx's dragon cave puzzle isn't Adventure-style - it's about having to pause and think. About feeling clever because you thought of a way of overcoming an obstacle that was not immediately obvious.
 

KeighnMcDeath

RPG Codex Boomer
Joined
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Messages
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After an ad... I say this! Better than Magic the Gathering!
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My only complaint atm is no gog release and thied party bullshit besides steam. Maybe a solitaire game I can win. That one i posted earlier... down to nothing.
 
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Self-Ejected

Dadd

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Aug 20, 2022
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2,727
Infra Arcana
I agree with this. Terrify/slow/Azathoth's gaze (mass faint) can help you get out of bad situations without spending consumables. Control object can knock down braziers to cause fire in an area or lock doors to let you get away from monsters or attack them behind barred gates. Pestilence/spectral weapons can summon allies that interfere with spellcaster enemies' targeting. Most of the spells are multifaceted, and support diverse approaches for playing the game. That killing enemies doesn't give experience, and that resources are limited make these spells strategically valuable.

My main criticisms of Infra Arcana's spell system for the occultist class are that it feels bad to be limited to 3-4 spells of your chosen specialty in casting spells at a high level, and that acquiring spells other than the few you start with is completely random. The exorcist class lets you choose which spells you learn, and which spells you can cast at higher levels. It would be great if the developer could find a satisfying way to give the occultist more control over which spells are acquired and upgraded without excessively reducing randomness.
 
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buffalo bill

Arcane
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Dec 8, 2016
Messages
1,054
Infra Arcana
I agree with this. Terrify/slow/Azathoth's gaze (mass faint) can help you get out of bad situations without spending consumables. Control object can knock down braziers to cause fire in an area or lock doors to let you get away from monsters or attack them behind barred gates. Pestilence/spectral weapons can summon allies that interfere with spellcaster enemies' targeting. Most of the spells are multifaceted, and support diverse approaches for playing the game. That killing enemies doesn't give experience, and that resources are limited make these spells strategically valuable.

My main criticisms of Infra Arcana's spell system for the occultist class are that it feels bad to be limited to 3-4 spells of your chosen specialty in casting spells at a high level, and that acquiring spells other than the few you start with is completely random. The exorcist class lets you choose which spells you learn, and which spells you can cast at higher levels. It would be great if the developer could find a satisfying way to give the occultist more control over which spells are acquired and upgraded without excessively reducing randomness.
it's clearly one of the best magic systems (if not the single best) in an RPG, in one of the best games of all time, but most codexers won't play it because they are all closted gfx whores
 

NecroLord

Dumbfuck!
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Morrowind.
Abuse the hell out of Spellmaking and have fun to your heart's content.
 

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