The Problem of Focus II: Focus and Magic

Started by Jubal, June 24, 2024, 09:26:57 PM

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Jubal

The Problem of Focus II: Focus and Magic
By Jubal




A while ago (longer now than I'd like to think) I wrote a piece called The Problem of Focus, in which I outlined the concept of high and low focus as separate from high and low fantasy as a way of categorising fantasy settings. To give a very short definition, in a high focus setting, cause and effect are consistent and recognisable, whereas in a low focus setting they are nebulous and mysterious. This especially applies to magic: a high focus magic user casts a spell with a defined cost and outcome, and it happens. A low focus magic user meanwhile performs something closer to miracle: a situation where the rules of the world are not utilised to do something, but set aside or broken in a moment of revelation or awe. Where high focus magic users are often experts with particular skills, low-focus magic users are often paragons whose virtue or connections to items or external powers enable them to produce magical outcomes.

Games tend to be high focus in how they deal with magic and the fantastical. But are there ways we could de-focus fantasy in games – and would there be advantages, or at least a different player experience, in doing so? That's what I want to try and answer in this article.



Casting spells - practical toolbox or mystical revelation?
Why drop the focus?

To consider why and how we could use more low focus magic, we first need to re-examine why high focus is the norm. There are two connected but distinct key reasons for this. Firstly and perhaps most importantly, it assists gameplay from the player's perspective. If you want a game with any sort of strategic element to it, then knowing what you can or cannot do is very important. Low focus mystical moments are more often the stuff of cutscenes: it's harder for a player to use a singular, strange effect repeatedly and have it maintain its sense of mystery.

The second reason for having high focus fantasy in games is a matter of bounded creativity. Because low focus magic is in part defined by its being outside the usual cosmic rules, stopping it feeling like a cheap and unearned way to solve problems requires very careful handling. It's hard to write low focus as well when you have a strong protagonist, and games usually do: this is because people want to make a meaningful impact on the world around them. Low focus stories - often fairytales and folklore – often have very ordinary protagonists or point of view characters, for whom their interactions with magic feel numinous and special rather than being part of their every day lives. (Low focus in this sense can share more elements with some kinds of horror, though I want to focus here more on the folktales and mythic side of things).

So low focus, in contrast, can give us a different feel for the players of a game. One of the keys a lot of game try to aim for is senses of wonder and emotion, and those can end up disconnected from the fantastical when magic is turned into a specialist's toolbox rather than a wondrous discovery or revelation about the world.


Low focus in magic

Magic has been our starting point here – so how do we reduce its focus whilst still keeping it playable? It's a tricky problem: take for example wishing for things. This is a key sort of low focus magic: it's not bounded, the effects are often unpredictable, and it can be a singular grant of mystical power rather than something you wake up with every morning. But this creates problems: for a game we have to in some way bound the effects of a wish to avoid it being either an instant problem-fixer or accidental world destroyer. This can then box the player in, and make it feel like GM fiat (at the tabletop) or an annoying menu exercise if a computer game gives you a list of what you're allowed to wish for or not. D&D makes Wish quite a high level spell for this reason.

Making magical abilities more singular is probably a good way to start resolving this. High focus magic tends to have big toolkits of specific function spells: in a low focus world being The Guy Who Can Turn Into An Otter may well be enough in and of itself. If played right this sort of thing can also produce some interesting problem solving in games, where a smaller toolkit forces some innovation in the player's approach. Low focus magic needs to click into character and narrative much more closely than high focus magic, because its expression needs to feel earned by those things: it's not bounded by hard rules, so it needs to be effectively bounded by the plot or it will start feeling like a cheap and gimmicky deus ex machina rather than an earned numinous or emotional moment.



How do you defeat the bad guys when your gift is talking to rabbits?
Magic in low-focus worlds is also best used in ways that are perpendicular to an immediate obvious function. By this I mean that rather than the player being given an ability to "tool up" for likely challenges ahead, they are given a skill or ability (like the aforementioned ability to turn into an otter, say) and encouraged to work out how it might help solve their problems. This makes magic more a rooted feature of the world that the player must deal with, rather than a focused tool in their hands, and so emphasises the sense that there's something special and mysterious about it.

Predictability may be another element to play with. In D&D terms, wild magic with its panoply of random side effects is less high focus than regular magic, because it leans much more heavily into the idea that magic is not something that plays by predictable rules. The downside of this approach is that unpredictability is frustrating for players, but sometimes the sense that you are genuinely channeling a power beyond your ken and that you're not fully in control is something worth giving to the player to support the sort of story that you want to tell.

What you tell the player also matters a lot. Whilst concealing aspects of the game can be frustrating, it can also be important in creating certain effects. For example, magical effects in a game could be tied to player decisions: if this is a world where piety and miracles are connected, pious acts might make it easier or more likely that they can. In this case, a lot of the difference in focus might be made by the exposure of that logic: you could give the player a visible piety score and they'll have a high focus system to work with. Alternatively, hide the score and make it a more narratively framed effect where the player gets an extra option at a key game moment, and the system will be much lower focus. (This does lead to a question about whether focus can be externally increased: in a computer game, someone is likely to ultimately produce a game guide for example, but that's a whole other area slightly beyond our scope here.)

A final thought is that low focus magic is often well placed with some external or physical element involved. Having a mysterious artefact or gift from nature or the gods helps remove the element of "but how does this work" from the picture as far as possible: we may be able to tell how this specific artefact works, allowing the player to work through the game, but we can avoid a wider detailing of exactly how magic as a whole works. Low focus means avoiding and rejecting systematisation and clear logic in favour of unique elements, mystery, and emotion as ways of building payoff.


Low Focus in stories


Odysseus getting some help - deus ex machina, or recognition of virtue?
Fundamentally, in games, mechanics are there usually either as challenges, as aids to storytelling, or both. When thinking about low focus mechanics for our magic, we might therefore want to think about the impacts they could have on what the player can do and what sort of stories that fits or results in.

Emotion is something that I think is very key to low focus magic. Effects need to feel earned in games, and in a low focus game we're ditching the idea of earning them through pure skill. It's therefore very important that the payoff feels like it has been earned emotionally, precisely because the character will not have earned it through sheer power and ability. The fundamental difference between well written low focus magic and hand-wavy problem solving is that sense of pay-off: a sense that the character has earned the effect, even if they didn't consciously plan the effect.

Linked to the idea of emotion is the idea of virtue. What virtue means varies a lot between cultures historically, and types of virtue can differ. Virtue can be both affirmed by, and make viable, mysterious and magical interventions. The Greek concept of kleos for example could absolutely include help from deities: the original deus ex machina showed not that a hero was getting a free pass on solving a problem, but that the hero was worthy of being chosen by the gods. In some cultures virtue requires giving up thoughts of revenge, in others seeking righteous vengeance is treated as an obligation. Whatever the character's virtue system is, low focus magic should work in relation to it: this may be magic showing the character's worth, or alternatively magic as a darker representation of their willingness to depart from the virtue system. High focus, by systematising magic, tends to externalise it: low focus needs us to take magic back into a more social and natural context.

A further key idea we visited in the introduction to this piece is that we may want to make lower focus games also lower in the status of their protagonists. This doesn't necessarily need to be the case: mystery and magic can happen to high status characters too. However, given lower focus reducing conscious, direct control over magical effects, it can be a better tool for permitting a character who we might less expect to understand and manipulate the inner workings of the world to still have influence or impact. The greater sense of odds and struggle that a weaker or lower status character faces can make high focus magic feel stranger in their hands, but can make lower focus magic feel better earned.




Conclusions

In this article we've covered a range of features that might help you implement a low focus magic system in a game or story, and help you decide what sort of story best suits this kind of magic. We've seen how the aim of low focus is to imbue magic with a stronger sense of mystery and awe, and how we need to focus on making that feel earned through emotion, virtue and story beats rather than through skill, power, and functional utility. Some sorts of characters and stories may be better suited to that kind of system, allowing us to re-evaluate who our ideal protagonists might be.

In terms of implementation, we've covered a number of key points. Using magical effects that are somewhat externalised through objects, or represent a singular grant of power not necessarily directly connected to a single functional task, can help emphasise the idea that magic is here as a strange form of power rather than a toolkit amenable to study. Not always making the cause-effect relationship of a game decision entirely clear, or making the outcomes of a magical action more random, can reduce the extent to which the player feels like magic is a simple, controllable effect. Tying such effects more closely into the plot can help make such impacts feel earned rather than frustratingly random.

That's all for this article: hopefully that was interesting, and I'm keen to hear about any instances of trying to implement this sort of magic in your stories and games! I'm not sure when or if a Problem of Focus part III is coming, but I may look more at how particular settings and games currently deal with the problem of focus, or perhaps give some ideas on how the gods and creatures of a setting could be aligned with high and low focus systems – let me know what you think. And, of course, thanks for reading!




The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...


Jubal

Yes, that's very fair: I suppose it's really a meditation on what exactly the word "understands" in "An author's ability to solve conflict with magic is DIRECTLY PROPORTIONAL to how well the reader understands said magic." should be taken to mean. A lot of the time, the tendency is for "understands" to be "make legible and restrained and systematised" but equally someone can have a more gut-level understanding of "this is an earned emotional/social payoff" which is I think more closely linked to how most audiences historically understood magic. I think that's a kind of understanding that gives a writer useful new options.
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

indiekid

This was an interesting read. The section on magic reminds me of the first ever RPG I played - though I wouldn't have called it that back then. It was a little flash game where you played as the spirit of a dead pharaoh trying to reach the afterlife. You chose three spells of a possible, I think it was six. You would then meet a series of obstacles, each of which could be overcome by either of two spells. You might just lose. Flight, for example, was good for the river and the pit of snakes. There was never any explanation of how these spells worked or any link between them. They just were, and each could only be used once per game.