How can a game make spellcasting interesting from a gameplay perspective?

how can a game make spellcasting interesting from a gameplay perspective?

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Magicka was able to make it interesting with its combining of elements to form spells. The friendly fire spices things up.

Vermintide did it pretty interesting, only issue was you had to trade out weapons.

Make it skill based, like instead of pressing a button I have to continuously enter a series of commands, simulating the concentration a wizard would need

Soul Sacrifice.

arx fatalis

That game was too metal for this world

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Magicka

Soul Sacrifice is great. I like how every spell is tied to an offering and is finite. And your big damage dealers have massive blowback, like sacrificing your skin to a fire demon to summon him and sea massive damage wit an explosion but afterwards you take double damage from everything. Or using your hear to summon Excalibur but from that point on your health drains constantly and quickly (bad for blood magic builds that use your health to cast).

HommIII made it ineteresting by making it very special

You will never see it because it would need actual game design, development time and imagination from an indie dev, some philosophy thrown in for pretend whys and hows and objective based gameplay to use a wide arrange of "magic" systems, summons, sorceries, ingredients, runes, evokes, and lore.

Which is not making a FPS with colored fireballs

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tfw no Dresden Files RPG with open-world Chicago

You want one more fag whining about bad gesture registration instead of getting good?

people can whine all they want, I just want some more cool magic systems.

Magicka will always be the number one in spellcasting mechanic, normies were too retarded to know how to properly use it though.

Xenoblade has had fun spell mechanics with the hold/release combos in the original game, and the elemental combos in the latest one.

I actually really liked the rune system in Tyranny

Literally could not play this game because of the friendly fire. It was infinitely more fun to just fucking kill your friends and get killed by them than to play the game. We never made it passed the tutorial lol.

How do you guys feel about these?

>typing
Type a string to cast a spell. You could make the strings a combination of words or maybe something like QAZXCDEW to make the player do a circle with their inputs, sort of like in fighting games. Maybe you'd have to open a chat window of sorts to simulate the vulnerability of a spellcaster or you could try some interesting control schemes like using the mouse + numpad/directional keys and the game is constantly looking out for spell input which it can only get from certain keys.
>drawing shapes
Like in Arx Fatalis but it's more reliable. I think this could be a really good system if it's fleshed out a bit.
>a more unique cost
Just choose a spell from a list but it has some other cost than the generic mana cost. Maybe objects you have to click or otherwise interact with would appear on the screen when you want to cast something and this would represent you channeling mana, maybe you have to have ritual tools which could deteriorate or the spells consume ingredients.

I'm personally not sure if a spell should always be cast again or if casting would "prime" you to a spell akin to equipping a traditional weapon in a RPG.

Magicka casting with Two Worlds mechanics

i feel the issue with drawing shapes is that the system needs to be watertight. in that one mandalorian gaming review, he pointed out the difficulties of working with it

there's a game out there with voice recognition spellcasting, but again the system needs to be calibrated extremely well

>>typing
ARSE mines already exist in Magica.

Rhythm game or drawing a shape would be good, if not too distracting. The problem is it will get annoying after a while.

Make spells have different effects when cast on each other that have divergent effects making spellcasters be able to change roles from damage to support on the fly. As an example hitting an enemy with like water and then fire makes a steam proc that reduces it's ability to hit or something along those lines but hitting fire then water negates the fire damage

WHENS THE GOD DAMN NEXT BOOK JIM BUTCHER

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A. Just make fucking fantasy FPS with magic "guns" disguised as rods, wands n shit. Like Heretic or Amid Evil. The problem with "throwing damaging shit at people" magic as that it usually look faggy. Waving hands like a retard and carrying some staff that does nothing but boosting your stats? That's fucking gay. Magic should be cooler version of guns, not more boring. Throwing lightnings like some fucking Zeus was pretty sick in Dark Souls.
B. The opposite of throwing damaging shit at people. Make player perform some convoluted rituals with lots of preparation and unexpected shit happening. Like a draw a dick with blood on every single house in the village and all the NPCs start to love you except the one that hangs himself. And after a week all the cows in the village produce flammable milk.
>typing
Tibes Ascend-style VGS but magic.

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It went downhill with that kinda sorta not dying thing and turning Molly into that creature real fast.

According to Twitter he finished the latest Dresden book yesterday

Have it be more about designing your spells, via combining various elements ala two worlds 2 (projectiles, splits, reflections, aoe on impact, summons, enchantments, dots, chained of one atop the other) and combining them, than mana managment. And have various ways (shield, life drain, teleport, phasing, illusions) allow for real time, action-focused damage evasion, as opposed to keeping your distance

Anyone else play this? It's a cool concept, held back by mic detection that was a bit spotty, but it worked like 75% of the game. Was fine for puzzles but it'd be cool to have a combat magic game now that audio detection has improved.

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Battlemage Lichdom did this some, but got pretty repetitive after a few hours. It was a cool framework that I think could def be built on to make something really cool but it feels like they ran out of time with the game.