Game Magic

Book description

Make More Immersive and Engaging Magic Systems in Games

Game Magic: A Designer’s Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief. The author combines rigorous scholarly analysis with practical game design advice in the form of a magical recipe book (grimoire).

The book gives you an in-depth understanding of the history and structure of magic to make your games richer and deeper. It shows how to set up tables of correspondences and spell components as well as how to write programming code integrating these components as part of game mechanics. It also illustrates how to divide a simulated world into domains of influence (such as alteration, conjuration, and necromancy) and how to use specific rule systems to simulate powers within these realms.

Showing you how to weave compelling magic into your games, the book is interspersed with examples that illustrate how to design and program magic systems. Working examples are available for download on a supporting website.

Table of contents

  1. Front Cover (1/2)
  2. Front Cover (2/2)
  3. Contents (1/2)
  4. Contents (2/2)
  5. List of Figures
  6. List of Tables
  7. Thanks
  8. The Author
  9. Table of Recipes/Code Snippets
  10. Proverbs of Game Magic
  11. Epigraphs
  12. Chapter 1: How to Use This Book (1/2)
  13. Chapter 1: How to Use This Book (2/2)
  14. Chapter 2: Magic Systems in Theory and Practice (1/3)
  15. Chapter 2: Magic Systems in Theory and Practice (2/3)
  16. Chapter 2: Magic Systems in Theory and Practice (3/3)
  17. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (1/16)
  18. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (2/16)
  19. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (3/16)
  20. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (4/16)
  21. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (5/16)
  22. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (6/16)
  23. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (7/16)
  24. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (8/16)
  25. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (9/16)
  26. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (10/16)
  27. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (11/16)
  28. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (12/16)
  29. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (13/16)
  30. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (14/16)
  31. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (15/16)
  32. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (16/16)
  33. Chapter 4: Schools of Game Magic (1/16)
  34. Chapter 4: Schools of Game Magic (2/16)
  35. Chapter 4: Schools of Game Magic (3/16)
  36. Chapter 4: Schools of Game Magic (4/16)
  37. Chapter 4: Schools of Game Magic (5/16)
  38. Chapter 4: Schools of Game Magic (6/16)
  39. Chapter 4: Schools of Game Magic (7/16)
  40. Chapter 4: Schools of Game Magic (8/16)
  41. Chapter 4: Schools of Game Magic (9/16)
  42. Chapter 4: Schools of Game Magic (10/16)
  43. Chapter 4: Schools of Game Magic (11/16)
  44. Chapter 4: Schools of Game Magic (12/16)
  45. Chapter 4: Schools of Game Magic (13/16)
  46. Chapter 4: Schools of Game Magic (14/16)
  47. Chapter 4: Schools of Game Magic (15/16)
  48. Chapter 4: Schools of Game Magic (16/16)
  49. Chapter 5: Magic as Programming, Programming as Magic (1/4)
  50. Chapter 5: Magic as Programming, Programming as Magic (2/4)
  51. Chapter 5: Magic as Programming, Programming as Magic (3/4)
  52. Chapter 5: Magic as Programming, Programming as Magic (4/4)
  53. Chapter 6: Game Design Lessons from Occult Magic (1/8)
  54. Chapter 6: Game Design Lessons from Occult Magic (2/8)
  55. Chapter 6: Game Design Lessons from Occult Magic (3/8)
  56. Chapter 6: Game Design Lessons from Occult Magic (4/8)
  57. Chapter 6: Game Design Lessons from Occult Magic (5/8)
  58. Chapter 6: Game Design Lessons from Occult Magic (6/8)
  59. Chapter 6: Game Design Lessons from Occult Magic (7/8)
  60. Chapter 6: Game Design Lessons from Occult Magic (8/8)
  61. Chapter 7: A Videogame Designer’s Guide to Non-Digital Game Magic (1/5)
  62. Chapter 7: A Videogame Designer’s Guide to Non-Digital Game Magic (2/5)
  63. Chapter 7: A Videogame Designer’s Guide to Non-Digital Game Magic (3/5)
  64. Chapter 7: A Videogame Designer’s Guide to Non-Digital Game Magic (4/5)
  65. Chapter 7: A Videogame Designer’s Guide to Non-Digital Game Magic (5/5)
  66. Chapter 8: Adapting Game Magic from the Literature of the Fantastic (1/9)
  67. Chapter 8: Adapting Game Magic from the Literature of the Fantastic (2/9)
  68. Chapter 8: Adapting Game Magic from the Literature of the Fantastic (3/9)
  69. Chapter 8: Adapting Game Magic from the Literature of the Fantastic (4/9)
  70. Chapter 8: Adapting Game Magic from the Literature of the Fantastic (5/9)
  71. Chapter 8: Adapting Game Magic from the Literature of the Fantastic (6/9)
  72. Chapter 8: Adapting Game Magic from the Literature of the Fantastic (7/9)
  73. Chapter 8: Adapting Game Magic from the Literature of the Fantastic (8/9)
  74. Chapter 8: Adapting Game Magic from the Literature of the Fantastic (9/9)
  75. Works Cited (1/2)
  76. Works Cited (2/2)
  77. Appendix A: A Magic System Worksheet (1/2)
  78. Appendix A: A Magic System Worksheet (2/2)
  79. Appendix B: Timelines (1/2)
  80. Appendix B: Timelines (2/2)
  81. Back Cover

Product information

  • Title: Game Magic
  • Author(s): Jeff Howard
  • Release date: April 2014
  • Publisher(s): CRC Press
  • ISBN: 9781466567870