Read my original posts. I commented on one sentence from SP message. Which was "There's no action that you can do anywhere in the game that sets off a series of related events that changes things around you." I did not say DX is "emergent." It's one of those wague terms which mean whatever you want them to mean anyways.Twinfalls said:It is a system which enables gameplay - obstacles and solutions - to form on the fly, instances of which the developers themselves may not have specifically foreseen.
No comment.And 'Syberia is a game without plot, characters and setting'? R00fles!
Hm, you're right. But still, there are multiple points where you can change things.Slylandro said:I don't know exactly how many endings Deus Ex had since I only played it once, but from a logical point of view your statement is incorrect.
Being "emergent" on such a high level would kill off any real storyline, any attempt of quality character development. It would make a life sim out of RPG.Twinfalls said:Goals changing. Conflicts between parties or factions causing unforeseen, even intractable, hurdles for the player.
Twinfalls said:Bugs and exploits do not in any way whatsoever count as emergent, Galsiah - which you've recognised anyway.
Gambler said:Read my original posts. I commented on one sentence from SP message. Which was "There's no action that you can do anywhere in the game that sets off a series of related events that changes things around you." I did not say DX is "emergent." It's one of those wague terms which mean whatever you want them to mean anyways.Twinfalls said:It is a system which enables gameplay - obstacles and solutions - to form on the fly, instances of which the developers themselves may not have specifically foreseen.
There's absolutely nothing emergent about Deus Ex. There's no action that you can do anywhere in the game that sets off a series of related events that changes things around you.
Being "emergent" on such a high level would kill off any real storyline, any attempt of quality character development. It would make a life sim out of RPG.Twinfalls said:Goals changing. Conflicts between parties or factions causing unforeseen, even intractable, hurdles for the player.
Okay. So I guess this is a correct statement as well:It is clear he is talking about actions changing related events for the purposes of emergent gameplay.
Of course. I mean, everyone knows that Oblivion is the most story-heavy game in the world, right? <- this was sarcasmYes, of course. Enjoying Oblivion, are we?
galsiah said:Seriously though, emergence is very subjective. What is clear from the rules or unforseeable depends on the insight of the observer/designer.
Not even in its sandbox gameworld areas? I call bullshit, even though it's been forever since I played it. I agree with you that the ending wasn't the result of emergent gameplay from the very start, but that doesn't mean there was none whatsoever.Saint_Proverbius said:That's emergent. Deus Ex had nothing on that.
While I agree with the spirit of what you're saying (I certainly wouldn't hold Deus Ex up as a good example of emergence), there's no clear difference. It's a matter of context with grey areas - definitions of emergence are not particularly helpful.Saint_Proverbius said:No, emergence would be if you stole some food from a farmer by mugging him, so he died trying to steal food from somewhere else. He gets killed in the process, and his son swears revenge, rises up through the ranks of the fighters guild since nothing else kills him along the way. He eventually meets up with you when you're near where he is because you were walking down the same road as him or going in to a location where he was. Fight insues.
The next play through, you don't steal the food, and the kid becomes a farmer. The next time through, you steal the food, but the kid dies as a wizard because some other event made him pick magic over fighters. The time after that, a bandit steals the food, and you save the father by giving him some food on his way to stealing it.
That's emergent. Deus Ex had nothing on that.
Gambler said:I guess the fact that lead designer of DX makes presentations about creating emergent gameplay is just a weird coincidence.
galsiah said:For example, emergence in Deus Ex:
You happen to push a crate into a doorway before leaving a room (you're low in ammo). Some time later you are seen by - guards, who start to run towards you. The crate in the doorway blocks the most direct path to your position, allowing you to time to pick up some ammunition before running off. You meet the guards coming the other way, and shoot an explosive guy. The explosion blows open a well locked locker which happens to have an EMP grenade inside, which you take.
You find an augmentation canaster and decide to upgrade ... with it.
I agree with the spirit of what you're saying, since I agree that emergence in Deus Ex is not important or interesting.Saint_Proverbius said:You know that none of that you mentioned is actually emergent. Nothing new pops up from that, really.
The same could be said for your example: all the character AIs are following the same rules throughout, and in the end some guy attacks you (or doesn't) - big deal.The AI is doing the same thing the entire time under slightly different conditions which don't change anything to a significant degree.
My example wasn't of stopping some guys with a crate, though - any more than yours was about mugging a farmer. It was about the chain of events triggered by that and other factors.Moving a crate to block a door which slows the bad guys down versus just letting them come in is hardly emergent. You can do the same damned thing in Doom with re-triggerable doors, barrels and lifts.
Which, indeed, also has emergence - just in a very limited sense.Supermario, bitch!
Gambler said:Okay. So I guess this is a correct statement as well:It is clear he is talking about actions changing related events for the purposes of emergent gameplay.
There's absolutely nothing emergent about Fallout. There's no action that you can do anywhere in the game that sets off a series of related events that changes things around you.
Of course. I mean, everyone knows that Oblivion is the most story-heavy game in the world, right? <- this was sarcasmYes, of course. Enjoying Oblivion, are we?
This is funny. You see, the last person who said to me that "teh unar emergent" RPGs will prevail over storyline-based ones was a huge fan of Oblivion and its "ubar emergent" RAI and physics.
MrTeatime said:'emergent gameplay' is a term. it's not a literal thing. DX was emergent under the definition that spectre gave in the nuymerous interviews for it, and now future games are following those principles trying to emulate this definition of emergent.
galsiah said:[Supermario isn't an RPG, and Deus Ex is not an emergent game. Supermario contains roles, and Deus Ex contains emergence]
This is why emergence (according to its definition) is a fairly useless term. It's pointless to argue that game X doesn't have it. All you can say is that the emergence in game X isn't interesting/important.
Perhaps this all seems a little silly, but do bear in mind that half the textbook examples of emergence are of things going drastically wrong in stupid ways. Given that emergence can often look silly (since it wasn't anticipated, and therefore actively controlled), it's harder to use a "that's just stupid" argument to dismiss it. Half the time it is.
I'm not broadening the definition. Emergence has a recognised definition.Twinfalls said:This is really anti-intellectual stuff you're spouting, Galsiah. Yes, all language is useful only by convention. This does not mean you can say 'well, any definition can be broadened to the extent that it is pointless to use it'.
Still describes every game - it's just a question of the level at which the frameworks change.That is, a gaming system deliberately designed such that hurdles, solutions entire conflict/resolution frameworks, are unpredictably generated.
That depends what this discussion is about.As I keep banging on, a useful definition for this discussion, is one which excludes DE.
galsiah said:The same could be said for your example: all the character AIs are following the same rules throughout, and in the end some guy attacks you (or doesn't) - big deal.
It's a presentation from GDC 2004. I bet you din't even bother to read it.Saint_Proverbius said:Yeah, it's called, "Let's all blow my horn on a fan site."
Am I really supposed to construct an informative reply this nonsense, which in no way adresses the issue at hand?Am I really supposed to take a slide show on a GameSpy hosted site about Deus Ex as seriously credible evidence that something which is just overblown hype as 100% truth?
Are you saying that high-level emergent gameplay can coexist with a real storyline, or that a real storyline is also "not worth contemplating or pursuing?"Twinfalls said:The jibe there was in response to your suggestion that emergent design goals in RPGs, such as emergent factional and reputation behaviour by NPCs, is simply not worth contemplating or pursuing, as it would destroy any chance of 'story' in RPGs.
Harvey Smith said:You could define emergence as an event that occurs, but that could not have simply been inferred from a system's rules. Emergent behavior occurs when a system acts in an organized fashion beyond the sum capabilities of its individual parts.
Which is why it's not sensible to talk about emergence in absolute terms, since "simply" is extremely vague.Gambler said:As for the definition...
Harvey Smith said:You could define emergence as an event that occurs, but that could not have simply been inferred from a system's rules. Emergent behavior occurs when a system acts in an organized fashion beyond the sum capabilities of its individual parts.
There are plenty of systems like that. Human brain would be one of the prime examples.no system "acts in an organized fashion beyond the sum capabilities of its individual parts."
You can say the same thing about anything that relies on common sense. It's not a scientific definition, but it is nevertheless clear. Emergent systems can do stuff designers did not directly plan for. For example, Deux Ex can be finished without killing anyone, and it was not planned for.Since the entire concept hangs on "simply", it's always going to be subjective.
If it wasn't planned for, then why did designers add all those non-combat skills and augmentations, as well as a heap of non-lethal weapons? According to you, every game that gives the player a degree of choice in confronting obstacles is emergent. In Thief series, it's possible to sneak past guards, kill them or knock them out, so Thief must be emergent too. Hey, we can extend your definition further; in Doom it's possible to kill a zombie with the pistol *or* with the shotgun! OMG, emergence!!1Gambler said:Emergent systems can do stuff designers did not directly plan for. For example, Deux Ex can be finished without killing anyone, and it was not planned for.
Have you stopped to think about what that means?Gambler said:There are plenty of systems like that. Human brain would be one of the prime examples.no system "acts in an organized fashion beyond the sum capabilities of its individual parts."
Nonsense.You can say the same thing about anything that relies on common sense. It's not a scientific definition, but it is nevertheless clear.
Every system does things the designers didn't plan for - it's a question of the level on which that happens.Emergent systems can do stuff designers did not directly plan for.