A big aspect of RPG games are different damage types, which are typically arranged in a rock-paper-scissors pattern. By choosing a specialty, there are inherit strengths and weaknesses, which forces decision making. If each character can specialize in an elemental damage type, is it better for the party to balance each element evenly, or to focus on buffing up one single element?
Elements of the World
I’ve read through the TV Tropes entry for Elements several times. I am fascinated by how ancient philosophers and scientists in both Eastern and Western societies have developed parallel paradigms of the world. The quest to discover the “building blocks” of the world has continued for centuries, leading to the periodic table. Scientists discovered molecules, and then finally atoms, electrons, and protons. However despite these discoveries, the broad categorizations of different elements are prevalent in media for their symbolic purposes.
Various cultures categorize the four classical elements:
1. Water, 2. Earth, 3. Fire, 4. AirThese elements can be interpreted as the basic needs of organic life: water (obvious), shelter and food (Earth), air (also obvious), and warmth (Fire). Scientifically, there are analogues with the states of matter liquid (Water), solid (Earth), gas (Air), and plasma (Fire). They could be used with the four seasons, personalities, senses, and even bodily fluids.
Greek, Hindu, Buddhist, and Japanese philosophies revolve around these main four elements. These cultures also recognize a fifth element: Aether or Void. The fifth element describes the more ephemeral concepts like the heavens, energy, spirit, and the cosmos.
On the other hand, classic Chinese philosophy describes five elements:
1. Water 2. Earth, 3. Fire, 4. Wood, 5. Metal
Each element relates to each other creatively or destructively:
– Wood fuels Fire (weakens Wood, generates Fire)
– Fire creates ash (Earth) (weakens Fire, generates Earth)
– Fire melts Metal (controls Metal, insults Fire)
– Water extinguishes Fire (controls Fire, insults Water)
These explain the continuous flow of energy that cycles throughout our world. With their relationships, the elements must be balanced to propagate the cycle.
Various cultures categorize the four classical elements:
1. Water, 2. Earth, 3. Fire, 4. AirThese elements can be interpreted as the basic needs of organic life: water (obvious), shelter and food (Earth), air (also obvious), and warmth (Fire). Scientifically, there are analogues with the states of matter liquid (Water), solid (Earth), gas (Air), and plasma (Fire). They could be used with the four seasons, personalities, senses, and even bodily fluids.
Greek, Hindu, Buddhist, and Japanese philosophies revolve around these main four elements. These cultures also recognize a fifth element: Aether or Void. The fifth element describes the more ephemeral concepts like the heavens, energy, spirit, and the cosmos.
On the other hand, classic Chinese philosophy describes five elements:
1. Water 2. Earth, 3. Fire, 4. Wood, 5. Metal
Each element relates to each other creatively or destructively:
– Wood fuels Fire (weakens Wood, generates Fire)
– Fire creates ash (Earth) (weakens Fire, generates Earth)
– Fire melts Metal (controls Metal, insults Fire)
– Water extinguishes Fire (controls Fire, insults Water)
These explain the continuous flow of energy that cycles throughout our world. With their relationships, the elements must be balanced to propagate the cycle.
Elements in Games
These philosophies are deeply embedded within Eastern and Western cultures, with their symbolism commonly used in literature, arts, and games. Games use any elements they choose, depending on the desired mechanics or setting. From the classical elements, I’ll describe how they’ve been adapted into game design:
- Fire is always included since it’s the most destructive and magical. This element deals direct damage, but also ignites targets to deal damage over time.
- Water is often weaponized as the opposite of fire via Cold, Frost, or Ice. This element might deal less direct damage, but also chills or freezes target to make them more vulnerable to other damage sources. Control of liquid water can be used to summon massive tsunamis to sweep away targets, or shooting spurts of bullet-like projectiles.
- Earth can be literally represented as rocks, avalanches, and earthquakes that crush targets. In this interpretation, the concussive forces could be conflated with Physical damage. In a broader sense the element describes the plant and animal life that populate it, which falls within Nature (see below).
- Air can also be called Wind. The element can used aggressively to blast targets away with violent whirlwinds. Alternatively, manipulation of the element is used to enhance speed and provide flight.
- Lightning, Electricity, Thunder, or Storm is sometimes categorized under Air (if not it’s own element). Scientifically, lightning is generated by the separation of electrostatic charges via wind. The positive and negative charges are separated within cloud until it’s discharged through a lightning strike. Like Air, Lightning is an element that is both fast and destructive.
- Fire, Lightning (Air), and Ice (Water) damage are the common trifecta in RPG games, which is an aggressive take on the classical elements.
- Wood is often expanded to include all plant-life and called Nature. Control of the element allows for rapid growth of roots, animating trees into action, and regenerative healing. As mentioned, the element may be combined with Earth to represent the fertile soil the plants come from.
- Poison is extracted from plants and spores, and are further concentrated into deadly doses. These are commonly used for coating weapons or projectiles to debilitate targets.
- Metal isn’t represented as a traditional element since it’s more used for crafting weapons for Physical damage. Weapon expertise or brute strength is more associated with this element, rather than magical or spiritual control.
- Aether or Void is an element that captures the intangible forces of the universe. It can be viewed as the spiritual force of Holy, Divine, or Light. These are benevolent forces used for healing allies or smiting targets. The opposite forces of Shadow, Chaos, or Dark are used to destroy, disable, or corrupt targets.
My Elements
I’ve always planned on different elemental damage types for this game. It provides another layer of choice and variability among units. If properly designed, each element should have definitive strengths and weaknesses, while none are strictly superior.
Drawing from the pattern of Chinese relationships, I can arrange the four elements similarly.
Antagonistic Relations:
I prefer this model because it creates a logical relationship between the elements. By making combinations of the four elements, I can fill in the missing damage types common in game, such as Lightning or Frost.
Additionally, each element could have status effects:
No RPG game is complete without them! I appreciate the logical aspects of the elemental charts, as well as their comprehensive set of traits that could describe personalities, senses, colors, etc. As such, they are something that I value a lot and will definitely work into my game.
I recently wrote some code that will be the backbone of the elemental damage calculations. I’ll write about that later.
From the Chinese Elements
I quite like the relationships described in the Chinese elements, since it’s balanced around synergistic and antagonistic relationships. However, I don’t like the actual elements used. I feel that Earth and Wood are redundant. Wood and Metal aren’t really common as damage types. Iconic RPG elements are also excluded (Wind, Lightning); Feng Shui associates Wood with Wind & Lightning, and Metal with Heaven (somehow).From the Four Classical Elements
The four classical elements are more commonly used in media, so I’ll use that as my foundation. I prefer using Wind instead of Air, since I find the latter sounds too passive. The four elements alone don’t capture everything used in games.Drawing from the pattern of Chinese relationships, I can arrange the four elements similarly.
Antagonistic Relations:
- Water cools, while Fire burns
- Wind blows freely, while Earth is grounded
- Wind freezes Water into Ice
- Water nourishes Earth to bloom Nature
- Wind rises from Fire to charge Lightning
- Fire melts Earth to become Magma
I prefer this model because it creates a logical relationship between the elements. By making combinations of the four elements, I can fill in the missing damage types common in game, such as Lightning or Frost.
Additionally, each element could have status effects:
- Fire inflicts Burning
- Lightning inflicts with Shock
- Wind with Sheared
- Ice with Frozen
- Water with Wet
- Nature with Poison
- Earth with Petrify
- Magma with Molten
Divine Elements
To address the fifth element of Aether, I would represent it as opposing forces of Holy & Shadow. These divine elements would oppose only each other and exist outside of the traditional element relationships. Based on their intangibility, the divine elements would only be accessible to limited classes; likely the priest class and their association with faith and spirituality.The Non-Element
Lastly, the final “element” would be simple Physical damage; essentially capturing the Metal element. This would be the most common damage type and the basis for all weapon-based damage (swords, knives, maces, etc.).Conclusion
The classical elements are pervasive throughout philosophy, culture, and media.No RPG game is complete without them! I appreciate the logical aspects of the elemental charts, as well as their comprehensive set of traits that could describe personalities, senses, colors, etc. As such, they are something that I value a lot and will definitely work into my game.
I recently wrote some code that will be the backbone of the elemental damage calculations. I’ll write about that later.
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