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Topic: Emergent gameplay


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In the News (Thu 10 Dec 09)

  
  Emergent gameplay - Wikipedia, the free encyclopedia
Emergent gameplay is the creative use of a game in ways unexpected by the game designer's original intent.
Emergent play can either be totally outside the game (machinima) or have a direct impact on the gameplay (see "game currency trading" below).
Emergent play usually involves leveraging one or more of these components.
en.wikipedia.org /wiki/Emergent_gameplay   (671 words)

  
 Gameplay - Wikipedia, the free encyclopedia
Arising alongside the development of game designers in the 1980s, gameplay was used solely within the context of video or computer games, though now its popularity has begun to see use in the description of other, more traditional, game forms.
Many current game design practitioners and theorists will argue that gameplay is a largely meaningless or empty term, superseded by other concepts established in the repertoire of perception, anthropology, and general diversified psychology.
Generally, the term "gameplay" in video game terminology is used to describe the overall experience of playing the game excluding the factors of graphics, sound, and the storyline.
en.wikipedia.org /wiki/Gameplay   (309 words)

  
 Approaching an Aesthetic of Emergence in Games
For the emergent aesthetic to exist, the player must be able to observe patterns and structures which are meaningful in the context of the game, and have some idea of how these systems behave.
Emergent combinations are the result of the combination of many interacting, independent agents-- often rules-- in a way such that the system of agents creates structures or patterns.
In all these games, the emergent combinations foster a feeling of freedom and uncharted territory by virtue of their vast possibility for combination and the possibility to find combinations which are novel and interesting, meaning that the space of possibilities is not a barren wasteland, but rather an unknown and enticing space to explore.
www.people.virginia.edu /~bjc8r/games/emergence.html   (3522 words)

  
 GameSpy Forums
Although in itself the scripting is not a complex as emergent gameplay, the experience is undeniably beautiful, a huge leap forward from traditional "destroy entrenched enemy" gameplay.
A basic gameplay structure is defined, and new gameplay mechanics are introduced through the use of heavy scripting as needed by design.
The emergent gaming movement, as it may be called, which seems to consist of Deus Ex 2, Half-Life 2, and Doom 3 among the first person shooters is actually an extension of the tried and true scripting, combined with a more interactive gameworld and by extension, a more gameworld aware artificial intelligence.
www.forumplanet.com /gamespy/topic.asp?fid=2370&tid=1155394   (3308 words)

  
 Half-Real: A Dictionary of Video Game Theory
Commonly used to mean gameplay that was not anticipated by the game designer, though this is a problematic definition.
Emergent gameplay can be described as either an aspect of the game itself, a subjective experience of the player, or an interaction between the player and the game.
Gameplay can be seen as independent of graphics or fiction, but fiction plays a large role in helping players understand the game.
www.half-real.net /dictionary   (3704 words)

  
 Experimental Gameplay Workshop 2003
Generative games, where the gameplay or world is dynamically generated based on choices the player makes.
Gameplay based on the emotions of (and interactions between) non-player-characters, where the player influences the characters to achieve some goal.
There is no requirement that submitted gameplay experiments be "fun" ("fun" being one definition of "successful gameplay"), but they should be interesting.
experimental-gameplay.org /cfp/cfp.html   (877 words)

  
 Nerfbat » The Sandbox   (Site not responding. Last check: 2007-10-14)
I’ll take a stab at a definition: Emergent gameplay is the result of readily apparent high-level behavior based on the unintended use of a low-level game mechanic.
The ability to Root/Fear a creature and grant yourself immunity is the result of a low-level mechanic used in conjunction with high-level behavior (casting the spells in the appropriate situation), even though proponents of emergent gameplay like to simply call that an “exploit.” Technically speaking, I still call it emergent gameplay of the undesirable kind.
It’s that type of emergent behavior that is desirable, and it’s the type of behavior that is often built into games (Though, by its common definition, emergent behavior is not emergent if it was intended in the first place, thus creating a conundrum that I’d rather not dispel in this post).
www.nerfbat.com /?p=59   (1400 words)

  
 IGDA Forums - emergent gameplay...?
An emergent property is nothing more than the outcome of interactions between various elements.
In practice, it wouldn't be emergent at all, since nobody could ever model that.
Emergent behavior is created by a simple rule set that interacts with itself in highly complex ways - ways which are not usually fully comprehended by the designers.
www.igda.org /Forums/showthread.php?postid=96208   (1306 words)

  
 The Experimental Gameplay Workshop Call for Participation 2004
The Experimental Gameplay Workshop provides a platform for designers to showcase their risky new work and discuss it with peers.
Physics-based gameplay might be an example of this, or complex interpersonal interactions between characters, like alliances and feuds between groups.
It is possible that a submission could be accepted without a running game to demonstrate the gameplay concept, but this would be an exceptional case.
www.experimental-gameplay.org /2004/cfp.html   (1183 words)

  
 The Ludologist » Blog Archive » Emergent gameplay in real life
Tax loopholes are a prime example of emergent gameplay in culture.
Interestingly, there’s a certain correlation between spices & herbs of various kinds and antiseptic properties; those seasonings with stronger germ-slaying action (garlic, for instance) are not only used across more cultures, but in larget quantities within those cultures as well, as a general pattern.
JP: Life is emergent, but I think emergent gameplay at least requires a conscious entity using something preexisting in a new way.
www.jesperjuul.net /ludologist/index.php?p=53   (413 words)

  
 Halflife2.net - Emergent Gameplay (In General, and as Compared to Linearity/Scripting)
Two of the most emergent games (as in featuring the most emergent gameplay) are Grand Theft Auto (3 and VC) and Morrowind, both of which were widely lauded as the best their genres had to offer.
There are many elements of such emergent games that detract from their own advances, and many technological limitations that will hold them back for quite some time, I suspect.
To create a true emergent game, the developers are there merely to create the world, something that requires things we don't yet have (I'm writing about that right now, actually, and I hope to have a piece for you in a few days).
www.halflife2.net /forums/printthread.php?t=16342   (3415 words)

  
 Phrontisterion 3 Report
The revolutionaries, on the other hand, are harder to characterize, but the general thrust of their beliefs is that interactive storytelling must not be pursued as an extension of some other medium, but rather a completely new medium in its own right.
In any case, several of the attendees felt strongly that the very concept of emergent story is ridiculous, and the opposition to their position was half-hearted.
An intelligent editor selecting from a large body of emergent chronologies is as valid a way to generate good stories as is an author crafting them from scratch (though that approach does not appear to lend itself to interactive storytelling systems).
www.erasmatazz.com /library/Miscellania/Phront3.html   (2896 words)

  
 flipcode - Transformative Play   (Site not responding. Last check: 2007-10-14)
Use of these processes constitute what I would call 'emergent gameplay', which could be defined as complex gameplay which was not envisaged by the game creator arising from more simple rules.
Emergent gameplay: You have esablished rules and mechanics inside a game that you can combine to use in new interesting (at times as mentioned above unforseen) ways.
Transformative gameplay extends this idea but differs in the key aspect of allowing you to carve out new and undefined goals using the emergent process.
www.flipcode.com /cgi-bin/fcarticles.cgi?show=64683   (4262 words)

  
 World-Player Interaction - Sirlin.net Forums
Emergent games would theoretically let you do this, but trying to model a complete world is almost sheer lunacy.
The problem is that it becomes very difficult to balance emergent play,as the level of complexity goes through the roof as you add more interactions with the environment.
the new gameplay that stems from the fire/ice/water/blah blah level should actually be a fresh way to play the game, but unfortunately most games-especially platformers-simply make these levels a hindrance that is devoid of fun.
www.sirlin.net /.ubb/Forum1/HTML/000021.html   (4463 words)

  
 Darryl Charles   (Site not responding. Last check: 2007-10-14)
Using what we have learned from researching these factors we propose and describe practical and effective methods that enable games to be more responsive to different player types and their individual needs.
Additionally, both methods are to some degree in conflict — one approach seeks to tailor a gameplay experience to the player while the other attempts to widen the appeal and access to many players.
However, dynamic, emergent, and adaptive game behaviour is a controversial topic within game research and development and so while we illustrate the potential of such technologies with practical entertainment and edutainment game examples, we also report the dangers of these approaches.
www.gamesconference.org /digra2005/viewabstract.php?id=250   (1026 words)

  
 WORTHPLAYING - - All about games !
Emergent gameplay based on accurate simulation of not only rigid bodies and rag-dolls but also liquids, gases, fire and smoke makes the gameplay innovative and non-linear.
The plot exploits emotional and psychological aspect of the link between the two main characters, runaway agile and smart Billy who tends to avoid direct combat and Reverend Ray — strong and ruthless gunman bringing God’s Justice to lawless and brutal world of 19th century’s USA and Mexico borderland.
The use of physics and innovative simulation of fire, liquids, dust, smokes and gases to construct emergent gameplay.
www.worthplaying.com /article.php?sid=29754&mode=thread&order=0   (519 words)

  
 Mobile Game Developer - Introduction to Level Design   (Site not responding. Last check: 2007-10-14)
Gameplay needs a vessel in which to exist.
Gradually gameplay went from one-screen action (like Pong or PacMan) to multiscreen or scrolling environments like Pitfall and Tempest, where the player was suddenly given greater opportunity for discovery and greater freedom of movement.
It does mean, however, that identifying and capitalizing on logical breaks in story, gameplay, and visual themes by separating them into levels can help reduce the risk and length of a project.
www.mobilegd.com /article445.html   (2592 words)

  
 GameCritics.com Forums - New! From the makers of System Shock 2...
Sure, every now and then there's a bit of truly emergent gameplay, one that players discover and they game hadn't been changed to take advantage of, like the oft-discussed wall-mine ladders in deus ex, but in those situations the 'emergent gameplay' usually amounts to little more than a cute easter egg.
Some very simple rules that anyone can toy around with -- all that's needed is some paper and a pencil -- out of which are born unexpected, complex, and unintended behaviours; actions and reactions that on discovery make basic tenets suddenly and vastly more interesting.
I would think the chances for a "gamebreaker" to be discovered would be higher in a game that focused on emergent gameplay as opposed to a heavily scripted one.
www.gamecritics.com /forums/printthread.php?t=8481&pp=40   (2575 words)

  
 The Codex Forums :: View topic - Warren Spector against tyranny of choices
I just think that emergent gameplay has its merits but Spector himself hasn't been able to properly pull it off yet, except for a few parts in Deus Ex 1.
Emergent gameplay is nothing new, it's just a fancy catchrphrase to set games like Fallout apart from the likes of totally non-linear games like Morrowind.
Even "emergent gameplay", as far as i'm concerned is all fine and dandy, but still hasn't been used as it should, as it still amounts to just following another differently laid out path - and we still have to follow the logic the devs thought of themselves.
www.rpgcodex.com /phpBB/viewtopic.php?t=3931&highlight=warren   (3460 words)

  
 To be or not to be in Liberty City at Blackwood.dk
Games that are both progression and emergent at the same time, but cannot exist without both being present in the game.
Gameplay for the explorers and achievers are certainly there.
It is clear that the emergent nature of the GTA games attracts a big crowd of gamers, but would the games have had the same commercial and critical success without the narrative to help the game progress?
www.blackwood.dk /weblog/archives/2004/11/21/to-be-or-not-to-be-in-liberty-city   (1453 words)

  
 IGDA Forums - emergent gameplay...?
In that case, refer to 1: This "Abstract thingy" which is meant to be identifyable as "emergent" is ultimately a subjective call.
But if we talk of emergent complexity, then there is atleast some objective quantifier which we can work from, rather than waving our arms about, assuming the other person "gets" what we're saying.
A general rule we have over here is, if an unexpected emergent strategy takes a lot of skill and cunning to achieve, it should be left in.
www.igda.org /Forums/showthread.php?postid=97177   (1666 words)

  
 Gamasutra - Features - "Hey Bro - It's All Relative! The Theory of Game Relativity and its Link to Design ...
The key to understanding how the GR experiment helps predict emergent gameplay is the wording of question #1, "Can I use this game to accomplish my archetypal goal?" This is an open-ended question that is not related to the design intent.
Suddenly, a form of emergent gameplay has been born: playing solely to make items, selling these items, and consummating deals (both inside and outside of the game).
The game already includes provisions for naming your pirate and increasing his skills, but as far as ships go, there are really no customization options beyond how many cannons you have and what type of ship it is (which determines performance, cargo capacity, etc.).
www.gamasutra.com /features/20041208/sigman_02.shtml   (2821 words)

  
 Experimental Gameplay Workshop 2002   (Site not responding. Last check: 2007-10-14)
Developers who are pushing the boundaries of traditional gameplay are encouraged to submit presentations to the workshop; see Section VII of this document.
The presentation will focus on how the gameplay is experimental, the tradeoffs and decisions made, difficulties overcome, and problems still remaining in the design.
There is no requirement that submitted gameplay experiments be "fun" ("fun" being one definition of "successful gameplay"), but they should be interesting, thought provoking, and worth discussing.
www.engin.umich.edu /class/eecs281/proj2/large0/f01783   (1255 words)

  
 The Cesspit. | Home of the fool (on a hill)   (Site not responding. Last check: 2007-10-14)
I also believe, as the comments I quoted, that we should move away from UI-intensive gameplay and focus more on the immersion, realism and even a simplification of the combat mechanics.
I think the changes to the heavy classes in the previous patch were more creative and offered more direct gameplay, while what we got for this patch is more in line with the old balance tweaks, offering less occasions to actually enrich the combat system.
So the players are mostly interested when "their class" of choice is going to be involved and, since DAoC has so many different classes, the plan will take a while to complete and the great majority of the players will have to wait their turn (and hope the changes are worth this wait).
www.cesspit.net /drupal/node?from=87   (20539 words)

  
 Evil Avatar Forums - EA confirms blacklisting of BF2 servers
Defining gameplay in the EULA is ridiculous and needs to stop (unless it is an MMO, but that's usually just to stop cheating and keep fair play).
Some of the best things that can happen to a game company are the emergent gameplay methods users come up with (as long as they aren't destructive to gameplay for others).
Emergent solutions is one of the key things developers look out for, hope for, and plan for (in some ways -- emergent solutions can lead to cheating but also things that developers never thought of that are real fun).
www.evilavatar.com /forums/printthread.php?t=2834&pp=40   (4560 words)

  
 Xbox.com | Half-Life 2 - X-Factor
Half-Life® 2, the sequel to the award-winning 1998 Windows PC Game of the Year, is the latest Xbox® game to showcase this most recent craze in gameplay.
In layman's terms, gameplay physics simulate object interaction inside a game world based on real-world rules.
For instance, if you were to roll an empty garbage can down your street, it would pick up speed as it travels and perhaps veer off in unpredictable directions based on gravity, imperfections in the road surface, wind, and collision with other objects like rocks and sand.
www.xbox.com /en-US/halflife2/20050728-xfactor.htm   (694 words)

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