Title: Practical%20Techniques%20for%20Implementing%20Emergent%20Gameplay
1Practical Techniques for Implementing Emergent
GameplayWould the Real EmergentGameplay Please
Stand Up?
- Randy Smith
- rsmith_at_ionstorm.com
Harvey Smith hsmith_at_ionstorm.com
2Intro
- Harvey SmithDeus Ex/Invisible War
- Randy SmithThief 1/2/3
- Ion Storm aesthetic goals
- Improvisational (player-authored) gameplay
- Benefits from large gameplay possibility space
- Emergence provides more explorable space
3Our Topic
- How to Add Meaningful Emergence to Video Games
- Topics that have been covered elsewhere
- History of Emergence
- Emergence and Narrative
- Emergence and Uncertainty
- Benefits and Costs/Risks of Emergence
4Focus
- Less Theoretical, More Practical
- Related to modern game system design
- Skewed toward large-scale action games
- Emergence within a game system context
- No player psychology, social influence, etc.
- Focus on the system space of game
- Power-ups, Weapons, Tools, Monsters
5Disclaimers
- Emergent gameplay isn't necessary to design good
games - No holy wars, despite the provocative title of
the presentation
6Takeaway
- A practical approach to creating meaningful
emergence in your own game designs. - You are a game designer
- You design game systems
- You want to focus on emergent gameplay
- How do you accomplish this?
7Outline
- Preamble
- Intro to Emergence
- Creating Emergence
- Creating Mechanics that result in emergent game
dynamics - Qualifying Emergence
- Creating emergent gameplay that results in
meaningful game aesthetics - Wrapping Up
- Q A
8I Intro to Emergence
- Definitions
- Vocabulary
- Examples
9A Typical Real-World Definition
- A discernable, higher-level behavior of a system
which is not immediately obvious by looking at
the low-level rules that govern the systems
behavior. - lets look at an example of real-world emergence
10Global Warming
11Global Warming
12Global Warming
13Global Warming
14Global Warming
15MDA Framework
- A rules-oriented approach to game design
- MechanicsThe rules of the game
- DynamicsReal-time rules interactions
- AestheticsHuman emotional responses
16Emergence in Video Games(our definition)
- A second order game Dynamic created by the
interaction of first order game Mechanics.
17Example 01 GTA3
- Player accidentally flips his car, which
explodes, injuring nearby pedestrians who begin
to attack him - Player takes a jump ?
- Car flips and lands upside down ?
- Car explodes ?
- Nearby pedestrians are injured by explosion ?
- Pedestrians begin to attack player
18Example 01 GTA3
- Player accidentally flips his car, which
explodes, injuring nearby pedestrians who begin
to attack him - Player takes a jump ?
- Car flips and lands upside down ?
- Car explodes ?
- Nearby pedestrians are injured by explosion ?
- Pedestrians begin to attack player
- Note that there is no explicit Mechanic
describing this behavior
19Example 02 Tactical Shooter
- Indirectly Connected game Mechanics
- Gas barrels Leak poison when ruptured
- Poison Kills enemies and players
- Bullets Kill enemies, and Rupture gas barrels
- Weapons Fire bullets when dropped
- Enemies Fire bullets, and Drop weapons on death
- Player shoots guard ? guard drops gun ? gun goes
off when it hits the ground ? bullets rupture
barrel ? poison leaks out ? poison kills other
enemies
20Example 03 Thief
- In order to injure a nearby guard, player ignites
an oil puddle by knocking a candle off a table - Player throws a box at a table ?
- Table wobbles ?
- Candle falls off table ?
- Candle falls into oil puddle ?
- Oil puddle ignites ?
- Nearby guard is injured by the flames
21MDA Framework
22MDA Applied to Emergence
- Mechanics
- The rules of the game
- You modify Mechanics to alter emergent
interactions - Dynamics
- Real-time interactions between Mechanics
- Mechanics connecting to each other
- Where emergence happens
- Aesthetics
- Human emotional responses
- Wider exploration space, emergent narrative
23II Creating Emergence
- Quantitative
- Mechanics
- Connecting Mechanics Together
- Relevant Technology
- Populating the world with Mechanics
24Where Mechanics Live
- Power-ups
- When guns hit the ground, they fire off bullets
- Environmental Objects
- When barrels are damaged, they release poison
gas - Simulations
- Cars can flip upside down when they land from
jumps - Autonomous Agents
- If pedestrians take damage, they attack whoever
is responsible - Etc.
25more about Autonomous Agents
- Can act independently, possibly react dynamically
to situations - Guard AIs in Deus Ex and Thief
- Cars and Pedestrians in GTA3
- The Bat in Adventure
- Special properties
- Emergence without direct player intervention
- Make the world feel alive
- Create dynamic situations
26Creating Emergence by Adding Indirect Connections
- Emergence fails to happen when Mechanics arent
indirectly connected - Emergence can be created by adding more indirect
connections making the Mechanics listen to
each other - Guard with torch slips on oil puddle ?
- Guard falls to the ground
- Nothing else happens
27Creating Emergence by Adding Indirect Connections
- Emergence fails to happen when Mechanics arent
connected - Emergence can be created by adding more
connections making the Mechanics listen to
each other - Guard with torch slips on oil puddle ?
- Guard falls to the ground ?
- Guard drops torch ?
- Torch ignites oil puddle
- lets talk more about connecting Mechanics
28The Tactical Shooter Example
- Indirectly Connected Game Mechanics
- Gas barrels leak poison when ruptured
- Poison kills enemies
- Bullets Kill enemies, and Rupture gas barrels
- Weapons Fire bullets when dropped
- Enemies Fire bullets, and Drop weapons on death
29Visualizing All Mechanics
30-1 Mechanic
31-2 Mechanics
32Getting Mechanics to Connect
- Again, it helps to have a rules oriented approach
- Its tempting to spam the world with Mechanics,
to pile them on - Mechanics are independent, but indirectly
connected - Some Mechanics are more highly connected
- How do you get the best return on your
investment? - Choose Mechanics that have relationships to each
other
33Example from DXIWChoosing Where to Invest
- Prismatic Resonator Biomod
- Fewer Indirect Connections
- Beam Triggers (3 types)
- Bot Domination Biomod
- More Indirect Connections
- All robots (8 types), Cameras, Turrets,
Spiderbombs - Bots are improvisationally useful for combat,
door opening, setting traps, etc - Players started using spiderbombs to open doors
34Player Improvisation
- Players Unlocked Doors with Spiderbombs
- Indirectly Connected Game Mechanics
- Spiderbombs
- Spawn Spiderbots
- Spiderbots
- Obey All Bot Rules
- Susceptible to Bot Domination
- Susceptible to EMP
- Explode If Damaged Post-EMP
- Bot Domination
- Possess Bots
- EMP Bots Post-Ejection
- Doors
- Can Be Locked/Lockpicked
- Destroyed By Explosions
35Player Improvisation
36Invest in Related Mechanics
- If youve already got these Mechanics
- Flamethrower can catch enemies on fire
- Burning enemies can catch furniture on fire
- Add more elements and Mechanics having to do with
fire, e.g. - Fire extinguishers
- Oil puddles
- Dynamite
- Candles
- Water arrows
37Supporting Technology
- Takeaways
- Some technology supports the implementation of
emergence better than others - Need to work with technologists to evaluate your
technology status
38Supporting Technology
- Explicitly hard-coded Mechanics are messy and
difficult to support - You might forget to implement one of them
39Supporting Technology
- The Stimulus System is a generalized way for
objects to listen to each other - You can describe objects intuitively
40Supporting Technology
- Easier to create and modify connected Mechanics
- More reliable and likely to create
improvisational emergence
41Ion Storms Supporting Technology
- Stimulus System
- Generalized channel for objects to listen to each
other - Dont have to explicitly hard-code Mechanics
- Property System Object Hierarchy
- Quick and easy creation and editing of objects
- Scripting System
- Quick and easy to describe resulting behaviors
- Oil puddle When I receive fire stim, turn into
a fire puddle
42Populating the world with Mechanics
- For Mechanics to connect, they typically have to
exist in physical proximity to each other. - How rich is your world with Mechanics? E.g.
how many gas barrels exist in your world? - How often are the connected Mechanics in
proximity to each other? E.g. do you ever
place guards near gas barrels?
43Examples of World Population from Thief
- Negative example
- Fire elementals that re-light torches when guards
are nearby in Thief - Good idea, but Fire elementals and Guards /
Torches were never in the same levels
44Examples of World Population from Thief
- Positive example
- Player shoots arrow at a candle to knock it over
? arrow misses and hits metal door instead ?
nearby guard hears sound and comes to investigate - Physical surface, Sound Propagation, and Lighting
house Mechanics in Thief - ..and they populate the world exhaustively.
- What elements already exist in your world which
you can add Mechanics to?
45III Qualifying Emergence
- Qualitative
- Aesthetic Goals
- Meaningful Emergence
- Involving the Player
46What are your Aesthetic Goals?
- What do you hope for emergence to contribute to
your game? - Deus Ex Empower many emergent solutions
- Thief Creating the occasional sublimely tense
moment of emergent challenge - GTA3 Simulate a dynamic, responsive, living
world Enable emergent mayhem - All three Authoring your own experience
(emergent narrative)
47Meaningful Emergence
- In accordance with aesthetic goals
- The player perceives the events
- Impact on gameplay experience, Not just some
wacky outcome - No gameplay relevance Prox mine wall climbing
- Gameplay relevance Spider bomb door unlocking
- Meaningful to the fantasy
- Violates fantasy Age of Empires sheep
48How involved is the player?
- Does the player have input into the Mechanics
which create emergence? - Theoretical Game There is a factory with lots of
robots interacting emergently. If they touch
you, you die, but they dont react. Get to the
other side.
49Robot Factory Game
50Player Perception of Emergent Experiences
- Reactive does not require player input
- Emergent challenge a challenging situation
that develops emergently - E.g. the previous robot factory example
- E.g. pedestrians in GTA3 turn hostile toward
the player
51Player Perception of Emergent Experiences
- Proactive player must provide input
- Emergent solution or Emergent strategy the
player creates their own solution to a problem by
leveraging their understanding of the games
emergence - E.g. igniting oil puddles by knocking a candle
off a table in Thief - E.g. player runs over pedestrian to summon
ambulance for ambulance missions in GTA3
52IV Wrapping Up
- Design Process
- References
53Emergent Gameplay Design Process
- Aesthetic Goals
- Widening possibility space via emergent systems
- Technology Considerations
- Plan Game Systems
- Player agent(s), tools, traps, resources, etc.
- Decide where to invest, Disregard low connection
Mechanics - Populate world with Mechanics
- Evaluate system Dynamics
- Quantitatively
- Litmus test2nd order consequence?
- Common enough?
- Perceptible?
- Qualitatively
- Dynamics match the fantasy?
- Did you meet your aesthetic goals?
- Iterate
54References
- Various References to Emergence
- Marc LeBlancs GDC Lectures
- Rules of Play
- Book by Eric Zimmerman and Katie Salen
- Dynamics for Designers
- Will Wrights 2003 GDC Lecture
- Complexification
- Book by John L. Casti
- Emergence
- Book by Steven Johnson
55Practical Techniques for Implementing Emergent
Gameplay
Q A
- Randy Smith
- rsmith_at_ionstorm.com
Harvey Smith witchboy_at_zombieworld.com