cose_vecchie: I'm taking the cue from the
latest news thread about Kentucky Route Zero and especially from lubwak's post. I'd like to hear from you: how you would define "magical realism"; how you would implement it in video games especially, in terms of game play, audio, visuals, storytelling, and the like; and what other games you think might be listed in this particular category.
(BTW I have not played the game)
Magical realism is magical rationalism.
Instead of leaving magic as an unknowable force in the world the just is; it seeks to rationalize how it can.
There's many variants on that theme and a very common one is that magic is just science.
'It works and there are reasons for it, but you don't have the knowledge personally to make sense of it; but trust us.'
There is also the use of quantifiability.
'Magic doesn't come from nowhere, it is taken from somewhere else; which is why in one reality there is no magic and in our reality there is'.
An example of this are the two worlds of Full Metal Alchemist.
The loosest way i would implement it in a video game is to tie it to a neutrino field effect being a cosmic anti-magic zone, that due to the nature of it being nullifying of magic means we would of not had magical tools to quantify it's effect.
Thus it could suddenly run out of projection and quickly reintroduce magic perhaps quantifiable through a higher rate of mutation and tectonic shifts.
Think shadow run preempted by a period of x-men.
Games in this particular category would include most strongly the final fantasy series, wolfenstien and later doom (won't comment on due to potential censorship for somehow being political); but not for example ziggarut which has mages, but does not try to rationalize why there are powerful mages and just structures how a mage becomes more powerful.
What i mean is that it's not magical realism/rationalism to say people have latent magic and collecting certain amounts of magical crystals makes them more magical.
That's more placing logic on top of magic rather than confining magic to having been reasonably around and have actionable mechanics.
I would try to give examples of how you would plausibly add such things to the real world as a state within a fictional work, but i don't want to get censored again by GOG and including anything about the real world is clearly the easiest way of accomplishing that.
Though i will say Deadlands may give you a heads up; it's a roleplaying game which is an example of magical logic, but NOT rationalism.
Basically the magic comes about as a reaction, it has rules in how it is prevalent, but it doesn't try to heavily pin them down to a real world underpinning.