Exponential Potential: Difference between revisions

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** Blue Mages in ''[[Final Fantasy XI]]''. They can learn ''105'' spells, more than any other job, yet they can only use 20 at a time at the level cap. Bards have 68 songs, but can use them all. In fact, most of the mage jobs have a large spell list.
** Blue Mages in ''[[Final Fantasy XI]]''. They can learn ''105'' spells, more than any other job, yet they can only use 20 at a time at the level cap. Bards have 68 songs, but can use them all. In fact, most of the mage jobs have a large spell list.
* ''[[Guild Wars]]'' suffers a bit from this, as there's the same types of spell -- basic poison remove, basic status recovery, etc. -- in each expansion pack. The expansion packs were also stand alone games though, so they had to make sure someone who just picked up one of the expansions and it alone still had access to some of the basic effects.
* ''[[Guild Wars]]'' suffers a bit from this, as there's the same types of spell -- basic poison remove, basic status recovery, etc. -- in each expansion pack. The expansion packs were also stand alone games though, so they had to make sure someone who just picked up one of the expansions and it alone still had access to some of the basic effects.
* An interesting variant of this, which doesn't deal with magic at all, is ''[[Jagged Alliance]] 2''. There is an overwhelming amount of different items and weapons which can be extremely useful in different situations, but it is largely impossible to carry everything you might need. Your window of opportunity for using some of these items is rather narrow as well, so a lot of items get ignored, even grenades at times, simply to avoid massive micromanagement. This becomes even more difficult with mods like ''[[JA 2]] v1.13'' which add several hundred items to the game. The solution (as in real life) is to have specialists who carry specific items, but then they can't carry other items and may end up being useless in most situations.
* An interesting variant of this, which doesn't deal with magic at all, is ''[[Jagged Alliance]] 2''. There is an overwhelming amount of different items and weapons which can be extremely useful in different situations, but it is largely impossible to carry everything you might need. Your window of opportunity for using some of these items is rather narrow as well, so a lot of items get ignored, even grenades at times, simply to avoid massive micromanagement. This becomes even more difficult with mods like ''JA2 v1.13'' which add several hundred items to the game. The solution (as in real life) is to have specialists who carry specific items, but then they can't carry other items and may end up being useless in most situations.
* ''[[Lost Magic]]'': Where to ''start''? The game gives you up to eighteen runes, which you can also combine, either in twos only or also in threes. This gives you a potential '''5832''' spells, out of which '''400''' are in the game, and the bosses and you can do ''everything''. Terrain change, buff, debuff, shooting, summoning, nuking, tanking, capturing, walls, traps, [[Standard Status Effects]], Roulette, etc..
* ''[[Lost Magic]]'': Where to ''start''? The game gives you up to eighteen runes, which you can also combine, either in twos only or also in threes. This gives you a potential '''5832''' spells, out of which '''400''' are in the game, and the bosses and you can do ''everything''. Terrain change, buff, debuff, shooting, summoning, nuking, tanking, capturing, walls, traps, [[Standard Status Effects]], Roulette, etc..
* ''[[Magicka]]'': Essentially the main point of the game. You are given 8 different elements and can combine them up to five times to create different spells. You also choose how the power is released -- casting on yourself, your weapon, the area around you, an arc in front of you, or in a blast in front of you. You get all of these by the end of the tutorial, and without mana, the only limitation is that combining certain elements (lightning and water, for example) tends to blow up in your face and how fast you can cast the spell before dying.
* ''[[Magicka]]'': Essentially the main point of the game. You are given 8 different elements and can combine them up to five times to create different spells. You also choose how the power is released -- casting on yourself, your weapon, the area around you, an arc in front of you, or in a blast in front of you. You get all of these by the end of the tutorial, and without mana, the only limitation is that combining certain elements (lightning and water, for example) tends to blow up in your face and how fast you can cast the spell before dying.