frypan wrote...
And the fact is, good magic always has a decent stab at a set of principles that guide it within the story - think L Sprague de Camp and his Incomplete Enchanter books.
If its there in game or story it needs a good explanation for its non use. Hence the problem with an AI not using its ace up the sleeve from the get go. The whole reason it hadnt is as weak as the hero who blunders along refusing his powers, or the "it will draw the attention of the enemy" guff used to create obstacles to victory.
There is a phrase about magic in stories that I picked up over the years, and I cannot remember its source for the life of me, but I must give credit to some unknown author. The concept, paraphrased, is this: "The degree to which the magic system must be understood is directly proportional to how relevant it is to the hero resolving the conflict."
This basic concept lays out that magic can be unknown, unexplained, and crazy, but the more it approaches two points (used by the hero, resolves the conflict), the more understood it must be. Take some examples:
Lord of the Rings does not need to explain its magic system, since it is not the solution to the main quest, nor is it used by the primary heroes. Gandalf does
something and
something happens, but it really doesn't solve the issue at hand. Frodo still needs to hoof that damn ring to Mordor, and Aragorn needs to have an army.
Likewise, Lovecraftian horror stories do not need to explain their magic, as the magic is
not solving the problem. Magic is, by design, unknown, horrifying, and alien. It is there, it does
something, and bad things happen. There may be a clever "oh, this lever makes the color green", but no explanation is ever required for
why. It is, in fact, discouraged.
Now, if the magic is being used by the villain, and the hero must counter that magic, then it becomes necessary to explain. It moves up on those sliders, as, even though the hero's not using it, it's still relevant to the direct conclusion of the story. Consider, in a very basic form, the end fo
The Lion, the Witch, and the Wardrobe. At the end, Aslan is killed and then resurrected because of an incorrect use of magic rules, and
because the player behind Aslan was a rules lawyering munchkin because
Jesus this understanding of magic rules directly predicates to the conclusion, even if it is only elucidated ex post facto.
In more modern fantasy, such as
The Wheel of Time, the reader is given a very moderately deep understanding of the rules of "Channeling", including what men do, what women do, the way certain powers work and interact, et cetera. This is because several viewpoint characters use the magic, and it is directly tied to the primary conflict and (inevitable) conclusion to the series. The magic is both used by the hero, and used to resolve the conflict.
This can be appied to Mass Effect, where the "magic" of soft sci-fi (props to CGG for her breakdown of soft and hard a few posts back) is DIRECTLY tied to the hero resolving the plot. Shepard (or the Catalyst, whom I now believe is the true protagonist of at least ME3 *see other rants*) must use the space magic to resolve the Reaper problem (or Organic/Synthetic problem, if you ask Starby). Because of this, the slider of "how much does this need to be explained" is slamming into the "in totality" side of the graph.
This is why many demean it as magic, but, like CGG said, it's more accurately described as ****** writing.
Modifié par Fapmaster5000, 01 juillet 2012 - 04:44 .