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"Emergent" Gameplay. Niche or the future?

JamesKeenanJamesKeenan Registered User regular
edited January 2009 in Games and Technology
Exactly as it sounds. I know 'emergent gameplay' has been more of a thrown around term for any kind of gameplay not strictly hard-coded into the game, but the idea, I feel, behind it is solid.

And when I use the term 'emergent gameplay' I mean gameplay mechanics and experiences beyond the idea of being able to do anything within a guide.

Billing the original Fable's AI as 'emergent' was a bit zealous, but we're fast approaching a time when games can deliver, with specific utilities, the kind of gameplay experiences the future generation can expect to become standard.







Here specifically I will reference Prey and Portal. These make use of similar new mechanics, though Portal is the obvious superior here.

But I look forward to a time when something like a portal gun isn't the star, but merely one actor among many probably even more talented on stage. My idea of what the evolution of gameplay will consist of will be a completely new focus on more utility mechanics. Methods to alter the very method of play. Not just cool new spells or guns. A gun is a gun whether it shoots shurikens, lightning or tits. But a gun that instantly teleports you to it's location? That's something entirely altering.

That's a very basic idea of what I want to see. Gameplay that involves more than just working within the structured experience, but of manipulating the base play itself. Even the new Zelda had a very rudimentary idea of this.









So, what have you? Any ideas? New games with similar focuses?

Am I batshit crazy living in a pipe dream?

JamesKeenan on

Posts

  • Drunk_caterpillarDrunk_caterpillar Registered User regular
    edited January 2009
    And when I use the term 'emergent gameplay' I mean gameplay mechanics and experiences beyond the idea of being able to do anything within a guide.

    Define guide.

    Drunk_caterpillar on
  • kaliyamakaliyama Left to find less-moderated fora Registered User regular
    edited January 2009
    I haven't ever seen a meaningful definition of "emergent gameplay". A game will always have limitations or "guides" unless it is a 1:1 copy of reality that lets you do everything you can do here, interacting with people the same way we do now, programming video games, etc.

    Portal is just a physics puzzle game with multiple solutions to puzzles. I don't see the difference between a "shuriken gun" and a "portal gun" - you're just engaging in a different, necessarily finite set of interactions with the environment. That a game has mechanics or gameplay possibilities that the physics model or code allows but wasn't foreseen by the developers, that's interesting, but it just expands the finite set of options a little bit further out.

    "Emergent" is perpetually the new buzzword that "AI that learns from the player" used to be. A much more interesting development will be games that let you create your own objectives, narratives and narrative goals from a relatively plot-less, perhaps procedurally generated structure - EVE Online, Mount & Blade and Roguelikes are good examples of this. Fable was just a game that gave you multiple approaches to the same pre-defined goal or problem, like Deus Ex was.

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  • UncleSporkyUncleSporky Registered User regular
    edited January 2009
    Portal isn't emergent, is it?

    I always thought "emergent" was when the player's goals/actions change due to game events that weren't predetermined. That doesn't really happen in Portal.

    But for example, in Morrowind/Oblivion/GTA you could attack a civilian and suddenly you have to deal with the consequences of that. If you kill them quick and out of sight you might get away with it. If you run somewhere you have to worry about the guards/police, if you're going to try to hold out somewhere or escape, or serve prison time. The game had not planned on you attacking that specific person at that time and location, you just did it, and the world carries on around you. Maybe someone else gets caught in the crossfire and compounds the situation. Is that emergent?

    Or as another example, a roguelike where everything is random. You can be walking along and a kobold finds a random wand on the ground and zaps it at you. Turns out it is a wand of monster creation and a greater demon appears. Frantically you dig downward through the floor and land in the middle of a shop. The shopkeeper is not pleased. He zaps his wand of magic missile at you, but the demon had followed and gets hit. You read a scroll at random and luckily it is a teleport scroll...unluckily you end up in an underground lake. etc. etc.

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  • PrimePrime UKRegistered User regular
    edited January 2009
    Or as another example, a roguelike where everything is random. You can be walking along and a kobold finds a random wand on the ground and zaps it at you. Turns out it is a wand of monster creation and a greater demon appears. Frantically you dig downward through the floor and land in the middle of a shop. The shopkeeper is not pleased. He zaps his wand of magic missile at you, but the demon had followed and gets hit. You read a scroll at random and luckily it is a teleport scroll...unluckily you end up in an underground lake. etc. etc.

    that sounds amazing o_O I shall have to look into these so called roguelikes.

    Prime on
  • UncleSporkyUncleSporky Registered User regular
    edited January 2009
    Prime wrote: »
    Or as another example, a roguelike where everything is random. You can be walking along and a kobold finds a random wand on the ground and zaps it at you. Turns out it is a wand of monster creation and a greater demon appears. Frantically you dig downward through the floor and land in the middle of a shop. The shopkeeper is not pleased. He zaps his wand of magic missile at you, but the demon had followed and gets hit. You read a scroll at random and luckily it is a teleport scroll...unluckily you end up in an underground lake. etc. etc.

    that sounds amazing o_O I shall have to look into these so called roguelikes.

    The greatest stories result from roguelikes...but due to their complex-yet-homebrewed nature, they never have good graphics. Just a warning. But crazy stuff like that does happen all the time.

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  • LutExIVLutExIV Thieves Guild Chairman In the ShadowsRegistered User regular
    edited January 2009
    I think an example of "Emergent" gameplay are early builds of Oblivion. If you watch the "making of" videos or followed the developer diaries, the Radient AI they had for the game was far more advanced than the simple 24hr cycle the NPCs have now. With Radient, each NPC made decisions based on it's needs; if it was hungry, it would seek out food, in danger it would enter combat or flee, and if tired would find a place to rest.

    The issue they had with these early versions is that the more evil inclined NPCs would regularly seek out the weak and murder them. This often lead to quest crushing deaths of important charicters the player had not even met. That type of AI is what I would consider "emergent" as the game is making decisions not based on a set script, but rather a fluid, ever-changing situation.

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  • wavecutterwavecutter Registered User regular
    edited January 2009
    I first heard the term "emergent gameplay" bandied about for Ultima, the Stygian Abyss. This is not a new concept. But how the OP is using the term doesn't really jive with the definition.

    Emergent gameplay is not gameplay that isn't hard coded into a game but the ingenuity of the player finding alternate ways to play the game. Hard coding has nothing to do with it.

    The gun idea you've put forth has less to do with emergent gameplay than hard coding. The gun idea seems like just another gun and not the player finding some creative way to use what is already there.

    (P.S. not trying to harsh the vibe, just putting forth my own opinion).

    wavecutter on
  • ObsObs __BANNED USERS regular
    edited January 2009
    Portal is so far from being emergent gameplay. Portal was just a well made puzzle game that just happened to focus on an interesting game mechanic.

    Dwarf Fortress I think is a good example of a game with emergent gameplay.

    Obs on
  • NerdtendoNerdtendo Registered User regular
    edited January 2009
    Fantastic Contraption, I think, would be a decent example of what you're looking for.

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  • ForarForar #432 Toronto, Ontario, CanadaRegistered User regular
    edited January 2009
    A gun is a gun whether it shoots shurikens, lightning or tits.

    I see someone is a Zero Punctuation fan.

    The Painkiller review was indeed awesome.

    Forar on
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  • MarikirMarikir Registered User regular
    edited January 2009
    In my experience, Emergent gameplay is about non-scripted results from player actions or even random NPC interactions.

    As an example, while playing GTA4, in one of the early missions, I'm supposed to chase down a biker and gun him down. He eventually meets up with his buddies, and they gun it into a park.

    Well, one time I did the mission, a cop car showed up and chased them into the park. Somehow, these guys had pissed off the cop AI such that it pursued them. I followed closely, and watched as the NPCs had a gun fight between them. Then, after the two cops died, I cleaned up the rest of the gang.

    That had never happened before in the previous times I did the mission. And it didn't happen when I did it again (forgot to turn on auto save). As far as I know, it was a random occurance that felt...real in the gameworld.

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  • UltimaGeckoUltimaGecko Registered User regular
    edited January 2009
    I thought emergent gameplay was supposed to imply gameplay and player goals outside those explicitly set by the game's developers. That also seems to imply that you can't directly build a game filled with 'emergent gameplay', you can only encourage it through how the game mechanics work.

    Will Wright's favorite example was the Sims. The original Sims had no explicit goal, any goal that a particular sim had was set by the player. "This guy wants to get rich", or "This guy wants to be able to afford a swimming pool moat around his house", or "this lady wants 12 kids". The game gives you a means to accomplish your goal, and it - in a way- gives you a visual status of your goals (simoleon count, number of relationship, pool half-done). Most peoples lives have a tremendous number of interesting points, and that same quality comes across in the Sims, where Wright found that players loved to create stories for their characters' adventures.

    Unfortunately it's very difficult to match that same sort of game flow in non-simulation type games (even then it's very rare). Oblivion's been mentioned before, but due to game limitations it doesn't have as much emergent gameplay as it could. It would need dynamic quests, NPC repopulation, item repopulation and likely a functional economy - among other things. I think we recently have seen a trend towards encouraging emergent gameplay with the multitude of 'open world' games we've seen recently. Many of them do breed interesting stories and alternative gameplay; things just don't happen often enough or are too structured to develop further.

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  • RenzoRenzo Registered User regular
    edited January 2009
    I think this is article about The Godfather II game is a good example of emergent gameplay:http://www.destructoid.com/godfather-ii-encountering-dynamic-events-in-a-living-world-118807.phtml

    It's writer is kinda cheesy, but if you can dig out the gameplay from between the words, it sounds like it's full of unexpected moments born out of interacting AI systems and delayed, Rube Goldberg-style results of player actions.
    Take, for example, another case... Only a couple days ago, I was planning my conquest of Queens and had just arrived at one of the local appliance stores held by a rival family. I had just stepped onto the sidewalk with a few of my henchmen, when a sudden, loud, glass-shattering explosion threw me back in my chair. Another family had bombed the venue just as I had arrived and foiled my attempt at extorting the business. I was fortunate I hadn't arrived a moment sooner; otherwise, who knows what would've happened!

    Renzo on
  • UncleSporkyUncleSporky Registered User regular
    edited January 2009
    Eh, I could see that being something that's cleverly scripted to look random.

    Games like that only think about your immediate vicinity of a couple of city blocks, it's not like as you were driving around it processed a scene internally where this family left their base, loaded into a car, drove to the appliance store...

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  • RenzoRenzo Registered User regular
    edited January 2009
    Eh, I could see that being something that's cleverly scripted to look random.

    Games like that only think about your immediate vicinity of a couple of city blocks, it's not like as you were driving around it processed a scene internally where this family left their base, loaded into a car, drove to the appliance store...

    Maybe, maybe not. There are two other examples in the article that make me think it's more random.

    Renzo on
  • Hexmage-PAHexmage-PA Registered User regular
    edited January 2009
    Believe it or not, one of my first "emergent" experiences was in Wind Waker. I entered one of the submarines scattered around the ocean and decided to use the Deku Leaf to sail over the moblins to the other side. They hadn't seemed to have seen me cross, so I pulled out a bomb and dropped it behind one of the moblins.

    The moblin was still alive after the bomb went off, but it turned and walloped another moblin with its spear. The second moblin hit the first one back, and then they turned around and walked away from each other.

    It was short and it wasn't like they fought to the death or anything, but I was surprised and impressed that this event occurred at all.

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  • AJAlkaline40AJAlkaline40 __BANNED USERS regular
    edited January 2009
    If you want to talk about real emergent gameplay it almost always has to come from a multiplayer game. The kind of stuff that happens in free-form MMOs is particularly interesting, stuff like the inter-alliance politics in Eve.

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  • ZekZek Registered User regular
    edited January 2009
    The problem with true "emergent gameplay" is that it's entirely up to the player to make something fun happen. If the developer doesn't make any effort to guide the game flow then odds are most of what happens won't be particularly interesting. But something like Portal isn't emergent at all, because the developers make the levels with a particular solution in mind - otherwise most of them would either be very easy or impossible.

    Zek on
  • UncleSporkyUncleSporky Registered User regular
    edited January 2009
    Zek wrote: »
    The problem with true "emergent gameplay" is that it's entirely up to the player to make something fun happen. If the developer doesn't make any effort to guide the game flow then odds are most of what happens won't be particularly interesting. But something like Portal isn't emergent at all, because the developers make the levels with a particular solution in mind - otherwise most of them would either be very easy or impossible.

    It depends on what you mean by that.

    Technically it's always up to the player to make something happen because if they stand there and don't go around looking for something interesting, nothing will happen. But that is true for all games. If the above Godfather 2 example is true, then you don't really have to be doing anything in particular in order to experience a spontaneous firefight. And I guess there are games like San Andreas where you can even have fun just standing still if a plane decides to fall on your head.

    I wonder how complex it has to be to call it emergent gameplay. Almost every game has some element of randomness to it, some reactionary AI that makes the player deal with a slightly different situation than before. If you're going along underwater in Mario 1 and some cheep cheeps get in your way (assuming they're at all random), is it emergence when you have to take a different route than you had to last time?

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  • kedinikkedinik Registered User regular
    edited January 2009
    I think the future belongs to first person Oblivion-esques with emergent, evolving civilizations and characters.

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  • templewulftemplewulf The Team Chump USARegistered User regular
    edited January 2009
    Google wrote:
    as in an emergent property: one which cannot be observed locally in the subsystems, but only as a global structure or dynamic. We limit the usage to an emergent property or structure and not as an emergent system.

    Anything emergent (including gameplay), results from the interaction of independent subsystems to display behavior of an uncoordinated whole. The classic example is a flock of birds in flight. There is no "flock mind" coordinating them all, but their combined efforts create the appearance of a coordinated cloud.

    Edit:
    As for gameplay, I would say that it depends on how stringent you are with the definition "emergent". Some people use it to describe dynamic events like the GTA4 story earlier on the page, whereas others peg the requirements a little higher, as in Oblivion's Radiant AI (which was later removed, because the NPCs became too independent).

    I might even apply it to Spore's dynamic content creation, given that the content "emerges" from real-time data building, rather than pre-crafted content. I would not apply the label to Portal.

    Edit2:
    Some MMOs claim to have emergent AI. Most of them have emergent economies. Though it's usually more a social emergent phenomenon between human players, even Ultima Online originally took economic trends into account when NPC shopkeepers adjusted prices on their products. I'm pretty sure that got axed for ridiculous inflation and unstable economies.

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    edited January 2009
    If you want to talk about real emergent gameplay it almost always has to come from a multiplayer game. The kind of stuff that happens in free-form MMOs is particularly interesting, stuff like the inter-alliance politics in Eve.

    And yet MMO developers do their damnest to squash it in the name of "balance." Discover a strategy that the developers didn't intend? Expect it to be nerfed in the next patch.

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  • JamesKeenanJamesKeenan Registered User regular
    edited January 2009
    I suppose Portal was only slightly misleading.

    I meant to use it only to illustrate games with mechanics that go beyond the typical restrictions in movement and action.

    Please forgive me, it was late and I couldn't think of particularly good examples.

    Even Morrowind, with it's jumping and levitation spells might have fit into what I was trying to say.





    But yes, I mean emergent both in gameplay that results in something completely unintended, and gameplay that simply results in an experience beyond the typical gameworld interactions you get now. I'm not necessarily speaking of something fantastically revolutionary or difficult to understand, I believe I may just be explaining myself poorly.



    Something that allows you to simply talk with some villagers would be one thing. A game that lets you control them personally and have 'em do whatever you want? Something totally better. That's a far more interesting and 'utilizable' ability.

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  • JamesKeenanJamesKeenan Registered User regular
    edited January 2009
    Also, Mount & Blade is quite a fantastic example and game, and I can't help but feel it's almost slightly ahead of its time, but I also don't know every game out there. It still feels almost like it's a beta version of the best game ever.

    But the idea behind it isn't just amazing, it's where I truly see games will inevitably head. Just as games now are getting more freeform and open-ended, and 'GTA clone' is becoming more and more meaningless, eventually developers will more and more be developing toward games like Mount & Blade.

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  • Post BluePost Blue Redmond, WARegistered User regular
    edited January 2009
    Rockball in River City Ransom.

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  • ZekZek Registered User regular
    edited January 2009
    Zek wrote: »
    The problem with true "emergent gameplay" is that it's entirely up to the player to make something fun happen. If the developer doesn't make any effort to guide the game flow then odds are most of what happens won't be particularly interesting. But something like Portal isn't emergent at all, because the developers make the levels with a particular solution in mind - otherwise most of them would either be very easy or impossible.

    It depends on what you mean by that.

    Technically it's always up to the player to make something happen because if they stand there and don't go around looking for something interesting, nothing will happen. But that is true for all games. If the above Godfather 2 example is true, then you don't really have to be doing anything in particular in order to experience a spontaneous firefight. And I guess there are games like San Andreas where you can even have fun just standing still if a plane decides to fall on your head.

    I wonder how complex it has to be to call it emergent gameplay. Almost every game has some element of randomness to it, some reactionary AI that makes the player deal with a slightly different situation than before. If you're going along underwater in Mario 1 and some cheep cheeps get in your way (assuming they're at all random), is it emergence when you have to take a different route than you had to last time?

    No, because cheep cheeps are added by the developer to be an obstacle. Normal games attempt to guide the player through a particular experience from beginning to end. Emergent gameplay is when the player creates his own game experience in ways the developer didn't intend. Like in multiplayer games when players make up rules to play their own unofficial gametype. Or just running around in GTA trying to see how many people you can kill before the cops bring you down. It doesn't necessarily mean the devs never thought of it, but it's not where the game is guiding you.

    Zek on
  • UncleSporkyUncleSporky Registered User regular
    edited January 2009
    Zek wrote: »
    Zek wrote: »
    The problem with true "emergent gameplay" is that it's entirely up to the player to make something fun happen. If the developer doesn't make any effort to guide the game flow then odds are most of what happens won't be particularly interesting. But something like Portal isn't emergent at all, because the developers make the levels with a particular solution in mind - otherwise most of them would either be very easy or impossible.

    It depends on what you mean by that.

    Technically it's always up to the player to make something happen because if they stand there and don't go around looking for something interesting, nothing will happen. But that is true for all games. If the above Godfather 2 example is true, then you don't really have to be doing anything in particular in order to experience a spontaneous firefight. And I guess there are games like San Andreas where you can even have fun just standing still if a plane decides to fall on your head.

    I wonder how complex it has to be to call it emergent gameplay. Almost every game has some element of randomness to it, some reactionary AI that makes the player deal with a slightly different situation than before. If you're going along underwater in Mario 1 and some cheep cheeps get in your way (assuming they're at all random), is it emergence when you have to take a different route than you had to last time?

    No, because cheep cheeps are added by the developer to be an obstacle. Normal games attempt to guide the player through a particular experience from beginning to end. Emergent gameplay is when the player creates his own game experience in ways the developer didn't intend. Like in multiplayer games when players make up rules to play their own unofficial gametype. Or just running around in GTA trying to see how many people you can kill before the cops bring you down. It doesn't necessarily mean the devs never thought of it, but it's not where the game is guiding you.
    So if you really wanted to come up with something emergent for Super Mario Bros., what about a player setting themselves the goal of breaking every single block possible in the game? You'd have to break them cleverly to be able to reach the high ones, etc.
    Post Blue wrote: »
    Rockball in River City Ransom.

    ...I just realized what you are implying and I am doing this tonight.

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  • PikaPuffPikaPuff Registered User regular
    edited January 2009
    Never heard of "Emergent" Gameplay.

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  • xzzyxzzy Registered User regular
    edited January 2009
    There's two types really.. the dwarf fortress kind where a massive world is created and populated with NPC's that make their own decisions based on events that happen with or without player input.

    Then there's the type where players exploit game mechanics to make their own game out of it. Halo 3's rocket race is an easy example, but pretty much any game with a physics engine has had similar incidents. The CS:S zombie mods were like this too, which gave us room for fully fledged titles like L4D. Even MMO's have this sort of behavior, "raids" were born out of developers trying to put in "unkillable" NPC's, forcing players to band together in large groups to prove the developers wrong. Now we have entire MMO's built around the concept of raiding.

    Both are valuable but I think the "Dwarf Fortress type" is going to remain a lot less common for a long time due to the scale of the problem. Several years of development and DF is still an ascii-based game and the NPC's can't even produce correct sentences. Downside being, I think this is what most people are looking for when they hear the term "emergent gameplay".

    xzzy on
  • ForarForar #432 Toronto, Ontario, CanadaRegistered User regular
    edited January 2009
    Post Blue wrote: »
    Rockball in River City Ransom.

    The sudden change from PVE to PVP once the Bat is obtained in Double Dragon?

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  • RenzoRenzo Registered User regular
    edited January 2009
    I think you hit the nail on the head, xzzy. I hadn't thought of it that way. To cite some examples:

    Game-within-the-game emergent gameplay, where the player finds new ways to have fun using the systems already within the game:

    Halo Warthog Jump

    Unintended emergent gameplay, where the game's many systems interact with each other independently of the player, and the player may or may not have to deal with it:

    San Andreas Jump Accident

    Those are the two examples that seemed most obvious to me.

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  • JamesKeenanJamesKeenan Registered User regular
    edited January 2009
    I think most importantly with the extreme jumps in processing power, we'll see more and more games that give wide options to the player without really know what could come of it.


    Like my mind controlling scenario. A properly designed, deep mind-controlling tactic could be used to do just about anything, even things the developers didn't/couldn't forsee.

    And again I reiterate that games like Mount & Blade are where I truly see games heading.

    "Open ended" is becoming the norm, and that is a very good thing. And as "open ended" begins to get more refined as standards are raised and gameplay methods refined, we'll see more games with wider choices and more freedom within the world.


    It's exciting to think about, but I'm also curious what other people think, and maybe they know more than I do about that's on the horizon.

    Fallout 3 is a good example of, for me, "in the right direction."

    JamesKeenan on
  • Rhesus PositiveRhesus Positive GNU Terry Pratchett Registered User regular
    edited January 2009
    xzzy wrote: »
    Both are valuable but I think the "Dwarf Fortress type" is going to remain a lot less common for a long time due to the scale of the problem. Several years of development and DF is still an ascii-based game and the NPC's can't even produce correct sentences. Downside being, I think this is what most people are looking for when they hear the term "emergent gameplay".

    I love the way that Dwarf Fortress has got to the point where gripes like "NPCs don't have day/night schedules" have been replaced with "NPCs can't pass a Turing Test" :P

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  • UncleSporkyUncleSporky Registered User regular
    edited January 2009
    xzzy wrote: »
    Both are valuable but I think the "Dwarf Fortress type" is going to remain a lot less common for a long time due to the scale of the problem. Several years of development and DF is still an ascii-based game and the NPC's can't even produce correct sentences. Downside being, I think this is what most people are looking for when they hear the term "emergent gameplay".

    I love the way that Dwarf Fortress has got to the point where gripes like "NPCs don't have day/night schedules" have been replaced with "NPCs can't pass a Turing Test" :P

    But they don't have day/night schedules unless a season has like 3 days in it.

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  • NFytNFyt They follow the stars, bound together. Strands in a braid till the end.Registered User regular
    edited January 2009
    xzzy wrote: »
    Both are valuable but I think the "Dwarf Fortress type" is going to remain a lot less common for a long time due to the scale of the problem. Several years of development and DF is still an ascii-based game and the NPC's can't even produce correct sentences. Downside being, I think this is what most people are looking for when they hear the term "emergent gameplay".

    I love the way that Dwarf Fortress has got to the point where gripes like "NPCs don't have day/night schedules" have been replaced with "NPCs can't pass a Turing Test" :P

    But they don't have day/night schedules unless a season has like 3 days in it.

    Check out a human town as an adventurer. There's day/night schedules.

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  • GungHoGungHo Registered User regular
    edited January 2009
    Also, Mount & Blade is quite a fantastic example and game, and I can't help but feel it's almost slightly ahead of its time, but I also don't know every game out there. It still feels almost like it's a beta version of the best game ever.

    But the idea behind it isn't just amazing, it's where I truly see games will inevitably head. Just as games now are getting more freeform and open-ended, and 'GTA clone' is becoming more and more meaningless, eventually developers will more and more be developing toward games like Mount & Blade.
    Mount & Blade is about as "emergent" as Total War or any number of 4X games from the grand-daddy, Civilization, to the more recent GalCiv 2. The game will continue to play itself within a set of parameters (e.g. in Alpha Centauri, Yang would build empires with tons of cities and Santiago would be aggressive with everyone and Pravin Ral will eventually backstab you), whether or not you just sit there for a few turns. I'm a fan of Mount & Blade, but the concepts in it are hardly a new idea. It's basically Medieval: Total War... but you get to take personal control of the general and can't tell people where to go easily.

    GungHo on
  • xzzyxzzy Registered User regular
    edited January 2009
    xzzy wrote: »
    Both are valuable but I think the "Dwarf Fortress type" is going to remain a lot less common for a long time due to the scale of the problem. Several years of development and DF is still an ascii-based game and the NPC's can't even produce correct sentences. Downside being, I think this is what most people are looking for when they hear the term "emergent gameplay".

    I love the way that Dwarf Fortress has got to the point where gripes like "NPCs don't have day/night schedules" have been replaced with "NPCs can't pass a Turing Test" :P

    It's not really a gripe, I understand the game is authored by one man and he's done a stunning job of it.

    It's simply a statement of fact.. giving us something like Fallout 3 will "emergent gameplay" that does what DF does and not ever break immersion would be an impossibly large task. I don't think we'll see it in our lifetime.

    We can't even get computers to do voice synthesis properly yet, much less have them construct conversations.

    xzzy on
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