Another week, another topic. I think I will settle into alternating a game genre with a game concept, it seems to have been working well so far.
This week we will be talking about Emergent Gameplay. This term is, like the previous week’s, fairly self explanatory; it describes gameplay (puzzle solving, narratives, etc.) that arises naturally as a result of combinatory game mechanics and systems rather than having been hardcoded or otherwise directly intended. It is most common in simulation-based games and games involving procedural generation, but can crop up anywhere. Immersive Sims are known for this, and it is one of their core design philosophies - to give the player tools and let them come up with their own solution, one that works as the logical consequence of a series of actions rather than hardcoded. Emergent Narrative is a term used as a subset of Emergent Gameplay, to specifically describe when a story or narrative sequence of events is born naturally through gameplay, often driven by the player’s involvement but not deliberately implemented by the devs.
Here are some questions and subtopics that I encourage people to discuss:
Also feel free to bring up anything you like related to the topic! If you have suggestions for future discussion topics, leave them in the suggestion thread.
Welcome to the largest gaming community on Lemmy! Discussion for all kinds of games. Video games, tabletop games, card games etc.
Video games, tabletop, or otherwise. Posts not related to games will be deleted.
This community is focused on games, of all kinds. Any news item or discussion should be related to gaming in some way.
No bigotry, hardline stance. Try not to get too heated when entering into a discussion or debate.
We are here to talk and discuss about one of our passions, not fight or be exposed to hate. Posts or responses that are hateful will be deleted to keep the atmosphere good. If repeatedly violated, not only will the comment be deleted but a ban will be handed out as well. We judge each case individually.
Try to keep it to 10% self-promotion / 90% other stuff in your post history.
This is to prevent people from posting for the sole purpose of promoting their own website or social media account.
This community is mostly for discussion and news. Remember to search for the thing you’re submitting before posting to see if it’s already been posted.
We want to keep the quality of posts high. Therefore, memes, funny videos, low-effort posts and reposts are not allowed. We prohibit giveaways because we cannot be sure that the person holding the giveaway will actually do what they promise.
Make sure to mark your stuff or it may be removed.
No one wants to be spoiled. Therefore, always mark spoilers. Similarly mark NSFW, in case anyone is browsing in a public space or at work.
Don’t share it here, there are other places to find it. Discussion of piracy is fine.
We don’t want us moderators or the admins of lemmy.world to get in trouble for linking to piracy. Therefore, any link to piracy will be removed. Discussion of it is of course allowed.
PM a mod to add your own
Video games
Generic
Help and suggestions
The Zelda timeline is an interesting example of emergent narrative, at least until recently. Before the Hyrule Historia, fans could see underlying clues of a general history of Hyrule and an order in which the games take place, but developers themselves wouldn’t confirm the existence of a definitive timeline. Even so, the fans speculated endlessly about where the games fit in - were all games canon or only some, was there a split or a unified timeline, and were these the same Link, Zelda and Ganondorf or were they continually reincarnated? Finally the Hyrule Historia gave a confirmed canon timeline with not one but two splits, all games canon, and with confirmation of several reincarnations of at least Link and Zelda. Considering how resistant to doing something like this Nintendo and the Zelda team were at first, I’d pretty well guarantee that the release was in response to the emergent narrative that developed and not something they had initially planned from the outset of the series, especially not before Ocarina of Time.
Dwarf Fortress and Cataclysm: DDA generate some crazy plotlines, full of narrative, twists, and character development. How come no writer has converted a character’s story into a novel, yet?
Emergent gameplay is a big part of what makes video games unique as a medium. I’d say a good example I’ve played recently is Death Stranding. One of my favorite games of all time at this point, it really is best and worst described as a walking simulator. Or moreso, a delivery simulator. At its core, you’ll take on missions involving the delivery of different amounts and sizes/weights of packages to destinations near and far. Sometimes there are invisible ghosts that want to kill you, sometimes there’s visible, inanimate landscape that wants to kill you.
What takes it from ‘walking simulator’ to ‘walking simulator’ is the fact that the walking is complex. The smoothness or roughness of terrain can directly influence the stability of your character. Even small rocks can be marginally trickier to traverse than truly flat ground. You may find pavement, dirt, rocky terrain, snow, or deep rivers, which require considerations. You can brace yourself for stability to help, and your movement speed, momentum when changing direction, and whether you’re standing or crouching all affect your likelihood to slip or trip. Many items help you to move off the beaten path and find shorter routes, with ladders or climbing rope & anchors allowing the scaling or descent of steep cliffs.
Through experimentation, sliding helplessly down a mountain, and having all your important shit get washed away in a river as you scramble around like an infant, you come to understand your mobility and limitations. Enter: the packages and your hubris. You can accept multiple missions at a time. Some missions require few or relatively light packages. Some ask you to move an amount of goods that ought to be palletized. Through understanding your limitations, and attempting to slap different amounts of cargo on your person, you can possess Icarus and fly as close to the sun as you want.
But, there’s more than just your person. You can use floating sci fi wheelbarrows that trail behind you, carrying a large amount of goods, but restricting your ability to use climbing ropes or ladders. You could use a motorcycle, allowing for speedy traversal and some light offroading with small storage on “saddlebags”, or even a huge ass truck which affords incredible storage potential, at the cost of a squirrelly and incline averse driving model.
And I haven’t even really gotten into all of the equipment or strategies required to handle the “ghosts”, whose unique abilities and behavior provide an interesting additional challenge where being caught by one could easily mean the loss of your cargo, or even your life. Even in the big ass truck, you aren’t truly safe. The intermittent and locational time-accelerating rainfall means even cargo you haven’t dropped or bumped can have its durability rusted away given some time.
Though the game, of course, has a story, it sits alongside a story of the player’s experience, limited only by the bravery and recklessness with which you, essentially, don’t want to make three trips to the car to bring groceries in, so you load up yourself and two linked floating carriers to carry nearly 1,000 kilograms of cargo, and make a winding, manually waypointed journey through the desolate and oppressive landscape, stopping to deliver parts of your massive load as you come to each post-apocalyptic shelter in your list of deliveries.
Your successes and failures within are unique to the way you chose to plan and execute your trips. Shit, man, I like this game.