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Magrunner involves solving puzzles using something kind of like magnetism.

1. Real magnets have a north and south pole. In Magrunner, each magnet only has one pole, which is scientifically impossible. Ok, no biggie. Magnets with two poles would make gameplay difficult, so I can understand that choice.

2. If you're familiar with magnets, you know that opposites attract and like poles repel each other. In Magrunner, like poles attract and opposites repel.


If you were hoping for deep thought provoking puzzles based on real laws of magnetism, you'll be disappointed like I was. This is just another average puzzle game with completely arbitrary rules.
Regarding 1., mayhaps is a tiny tiny tiny tiny tiny world ;)
Something of necromancy for this thread, but this is a pet peeve of mine.

First, I doubt there is more then one person in this forum who can by memory recall the theories (that is plural) or equations describing one's possible shapes (that is plural). Much less the actual substance of a magnetic field.

Second, That's like saying "Noah's ark can't have held all the animals it was said to." ... Assuming it was real, the described standard of the ark are lost as a standard. So that saying either is saying "Unknown object of unknown size and shape can't hold a unknown volume." Neither statement contains defined known variables to say it can or can not do something.

Third, It's a fantasy game game. By definition, it defiles the known, incorrectly known, and unknown laws of physics. Why are you expecting it to follow rules it by definition defies?
Post edited June 18, 2014 by HarbingerLeo
BTW - theory of magnetic monopoles has about 85 years and, in fact, they do exist in real life.

http://phys.org/news/2014-01-physicists-synthetic-magnetic-monopole-years.html
Post edited June 18, 2014 by Kerebron
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Kerebron: BTW - theory of magnetic monopoles has about 85 years and, in fact, they do exist in real life.

http://phys.org/news/2014-01-physicists-synthetic-magnetic-monopole-years.html
Well, not really. But they can make an approximation. At least thats my understanding of it (Not that I really understand the rather esoteric physics of near absolute zero degree Bose-Einstein condensates in which they created these "syntethic monopoles").

And one commenter below the article have an excellent analogy: A string with only one end , and without the middle part :-P

One approximation is a pole connected to another, opposite pole as in this article: http://phys.org/news/2010-10-scientists-capture-images-theoretically-magnetic.html
Then you'd have two opposite "monopoles" a distance apart (but not really being monopoles, just a dipole).
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hudfreegamer: Magrunner involves solving puzzles using something kind of like magnetism.

1. Real magnets have a north and south pole. In Magrunner, each magnet only has one pole, which is scientifically impossible. Ok, no biggie. Magnets with two poles would make gameplay difficult, so I can understand that choice.

2. If you're familiar with magnets, you know that opposites attract and like poles repel each other. In Magrunner, like poles attract and opposites repel.

If you were hoping for deep thought provoking puzzles based on real laws of magnetism, you'll be disappointed like I was. This is just another average puzzle game with completely arbitrary rules.
Point 1 I can deal with but point 2 confuses me a lot gameplay wise - I often choose the wrong color because of it. Maybe it's because Cthulhu fhtagn?
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Captain_Shiny: I can deal with but point 2 confuses me a lot gameplay wise - I often choose the wrong color because of it. Maybe it's because Cthulhu fhtagn?
Definitely Chtulhu-tech.
I'm grateful the levels are not distorted by the end, with non-euclidean angles phasing between convex and concave. I get seasickness at the thought alone.
Post edited June 21, 2014 by Ninlil
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hudfreegamer: 2. If you're familiar with magnets, you know that opposites attract and like poles repel each other. In Magrunner, like poles attract and opposites repel.
Yes, I find it really weird. But just because I thought this game is about real magnets. Not so hard to get used to it though, and some fantasy does not hurt anyone.
Post edited June 21, 2014 by at35z
Apparently the devs posted about why the mag stuff like reversed on the steam forums. The short answer is that if they made opposites attract, then there just wouldn't be very many possible puzzles. Here is the post:

Hello, your question is totally legitimate, and one can ask why we didn't respect what everyone knows, even if many of us at the studio left school a very long time ago. Of course we would have wanted to respect the science conventions, but we couldn't and the answer why can be found at this link:

http://cloud-2.steampowered.com/ugc/111 ... sizedimage

In this picture you have to attract 2 platforms and 2 cubes, and get them near your character, please note they are all together, flying in the air.
If we respected the conventionnal bipolarity of Magnets, this situation is impossible. We could still bring the two cubes and the platform we need, but with 3 times more operations, clicking, flying and waiting. Each element would have to be brought back independently.

Of course, one could say: "don't create stuff like this", but, In other words, the puzzles won't be puzzles, the game will be a succession of applying the same and only rule with 2 elements only, because, never, more than 2 elements would be able to "work" together at the same time, the third one will necessarily be thrown away or throw away the element of the same polarity if its magnetic field had an inferior power. We won't add any additionnal mechanic and we won't be able to increase challenge and difficulty in the game.

a Simple exercise would be to redraw it with "real" magnetic rules. It's impossible. I believe it's a perfect illustration of what bending the rules can do and what respecting the rules doesn't allow, in term of gameplay.

As the question is totally understandable from someone who didn't play the game yet, and as we are working on a demo at the moment, it's totally fair to ask for an explanation. But for someone who spent more than 20 minutes inside the game (time to reach this level illustrated in the screenshot for the expert gamers that most the reviewers are), questionning the non decision (because it's not a decision if you follow the logic above) of having same color attracts is, in itself, very questionnable and rise some questions that the politically correct person I am cannot express further.

Thanks for asking the question and we hope it makes things clearer, if my reply is too badly written, because my english is not good, there is an excellent reply from one player here

"There is a good reason for this. Suppose that this worked like normal magnetics where opposites attract, it would be impossible to have three objects all attracting to eachother (a mechanic which becomes important later). The problem is that these are monopoles; each object has only one polarity (green or red). Real magnets (at least those made from non-exotic elementary particles) always have both charges. While I would argue that a game that properly simulates magnetic monopoles would be interesting, it would have to be a fundamentally different game from this one. It is also worth pointing out that magnetic fields are (at scale) continuous (non-discrete) and infinite (they don't just stop at some arbitrary distance). Furthermore, creating a cylindrical field requires a sufficiently long cylindrical magnet (you can't have an aproximatly spherical object emit a cylindrical field). Really, you just have to treat the mechanics of this game as something entirely different from magnatism."
Post edited April 25, 2015 by blind3rdeye
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blind3rdeye: Apparently the devs posted about why the mag stuff like reversed on the steam forums. The short answer is that if they made opposites attract, then there just wouldn't be very many possible puzzles. Here is the post:
Thanks by the info.
And in this point one wondering: "Why don't call the tech with another name?"
Post edited April 26, 2015 by Belsirk