Practical%20Techniques%20for%20Implementing%20Emergent%20Gameplay - PowerPoint PPT Presentation

About This Presentation
Title:

Practical%20Techniques%20for%20Implementing%20Emergent%20Gameplay

Description:

Harvey Smith Deus Ex/Invisible War. Randy Smith Thief 1/2/3. Ion ... Dynamite. Candles. Water arrows. Practical Techniques for Implementing Emergent Gameplay ... – PowerPoint PPT presentation

Number of Views:117
Avg rating:3.0/5.0
Slides: 56
Provided by: roningame
Category:

less

Transcript and Presenter's Notes

Title: Practical%20Techniques%20for%20Implementing%20Emergent%20Gameplay


1
Practical Techniques for Implementing Emergent
GameplayWould the Real EmergentGameplay Please
Stand Up?
  • Randy Smith
  • rsmith_at_ionstorm.com

Harvey Smith hsmith_at_ionstorm.com
2
Intro
  • 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

3
Our 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

4
Focus
  • 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

5
Disclaimers
  • Emergent gameplay isn't necessary to design good
    games
  • No holy wars, despite the provocative title of
    the presentation

6
Takeaway
  • 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?

7
Outline
  • 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

8
I Intro to Emergence
  • Definitions
  • Vocabulary
  • Examples

9
A 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

10
Global Warming
11
Global Warming
12
Global Warming
13
Global Warming
14
Global Warming
15
MDA Framework
  • A rules-oriented approach to game design
  • MechanicsThe rules of the game
  • DynamicsReal-time rules interactions
  • AestheticsHuman emotional responses

16
Emergence in Video Games(our definition)
  • A second order game Dynamic created by the
    interaction of first order game Mechanics.

17
Example 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

18
Example 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

19
Example 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

20
Example 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

21
MDA Framework
22
MDA 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

23
II Creating Emergence
  • Quantitative
  • Mechanics
  • Connecting Mechanics Together
  • Relevant Technology
  • Populating the world with Mechanics

24
Where 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.

25
more 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

26
Creating 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

27
Creating 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

28
The 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

29
Visualizing All Mechanics
30
-1 Mechanic
31
-2 Mechanics
32
Getting 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

33
Example 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

34
Player 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

35
Player Improvisation
36
Invest 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

37
Supporting Technology
  • Takeaways
  • Some technology supports the implementation of
    emergence better than others
  • Need to work with technologists to evaluate your
    technology status

38
Supporting Technology
  • Explicitly hard-coded Mechanics are messy and
    difficult to support
  • You might forget to implement one of them

39
Supporting Technology
  • The Stimulus System is a generalized way for
    objects to listen to each other
  • You can describe objects intuitively

40
Supporting Technology
  • Easier to create and modify connected Mechanics
  • More reliable and likely to create
    improvisational emergence

41
Ion 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

42
Populating 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?

43
Examples 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

44
Examples 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?

45
III Qualifying Emergence
  • Qualitative
  • Aesthetic Goals
  • Meaningful Emergence
  • Involving the Player

46
What 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)

47
Meaningful 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

48
How 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.

49
Robot Factory Game
50
Player 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

51
Player 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

52
IV Wrapping Up
  • Design Process
  • References

53
Emergent 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

54
References
  • 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

55
Practical Techniques for Implementing Emergent
Gameplay
Q A
  • Randy Smith
  • rsmith_at_ionstorm.com

Harvey Smith witchboy_at_zombieworld.com
Write a Comment
User Comments (0)
About PowerShow.com