Magic
Geoff Fortytwo (2008)
Magic is another game that gives the player no direction to go in, while being under clued.
You can wander around for a while, explore, and solve a few of the puzzles, but eventually you
run out of ideas and have to turn to the walkthrough. The puzzles are so abstract you would never
come up with the solution on your own, and you're almost left asking yourself, what was the author
thinking?
I think that this is a common problem for first time authors, even though Geoff Fortytwo has
programmed two other games. He should have realized from the first two that players have to
intuitively know what to do next. There can be points in a game where the player needs to make a
logical leap, but they need to be well clued. That's how any great game is put together. Its well
clued, has plenty of alternate solutions, objects aren't insanely buried, and there are no
bottlenecks that kill the game play. That's just the technical side of things. The writing, the
story, and how it's told, is another subject. But in this game nothing is properly clued, the
player must make logical leaps that are truly impossible to know about ahead of time, and the new
verb that's created completely bottlenecks the game, because you have no idea where it should be
used. In the end, the game is just frustrating.
This game suffers from so many design flaws I just don't know that it can be saved. The game is
strange and wacky, with writing that feels a bit off. The code here is pretty solid, I didn't run
into any problems, but the puzzles are so bad that half way through I just went off the walkthrough.
I don't think that there is a lot to enjoy here, and I'd give this one a pass. Because of the solid
coding, I gave it a 4.