Gambler said:
Your argument sucks. I could say that anything in real life follows the law of physics. Would you then claim that (by "my" definition) every game wolrd has to follow the laws of physics as well?
Not the same principle - not everything in the real world is physical. Ideas, images, abstract concepts etc. are all part of the real world. Any system containing any two items has the capacity for emergence by the definition you're following. [e.g. 2 < 4, 3 < 4, but 2+3 > 4 emergence!!]
First of all, it's not my definition.
Ok, granted.
Second, I can apply your "logic" to anything.
First, that's not true.
Second, it's already been made clear that the definition isn't even helpful used in an imprecise common-sense manner.
Equating "simple" with "doesn't use any intermediate binding variable" is nonsense.
Are you saying that just because someone disagrees about the meaning of some word, the word becomes useless?
No. I'm saying that the definition you're using defines an apple falling in a physics system as emergent behaviour. I'm saying that's useless.
I'm saying that for that definition to be vaguely interesting, you'd have to significantly raise the bar on what counts as not "simple".
I'm also saying that explanations of emergence by example are much more useful than definitions. If Spector/Smith/Smith want to give a load of examples of what they mean, it's easy to see the level they're referring to. Introducing a definition only helps if it actually defines what they're talking about correctly (which it doesn't, since they don't mean to include apples falling to the ground under physics).
If they want to use technical terms, why not say that an emergent event has this property:
Its occurrence could not have directly [clearer than simply] been inferred from the system's rules.
That is a
property of emergence (as they mean it) - it is not its definition.
As for this bit, I don't see how it adds anything:
Emergent behavior occurs when a system acts in an organized fashion beyond the sum capabilities of its individual parts.
In what sense is any of the Deus Ex stuff acting "in an organized fashion"? It just follows the rules which have been coded. The "organized fashion" stuff would seem to refer to some higher level interesting emergent rules. Are there any non-trivial examples of this in Deus Ex?
"Guard falls on oil puddle so torch ignites puddle" is not organized - it's just following connected rules in a linear path.
If you have a system containing birds which fly according to simple rules, and end up with flocking behaviour, that is acting "in an organized fashion": you can describe the system according to new high-level rules which have nothing directly to do with single low-level interactions, or trivial chains of about three low-level actions.
Can you honestly say that you'd describe "Guard falls on oil puddle so torch ignites puddle" as "a system acts in an organized fashion" in any non-trivial sense?
By the way, I know I'm being vague at times, but that's fine - I acknowledge that this is a vague topic. You are the one arguing for definitions, so you ought to be precise (where those definitions are concerned) - or willing to abandon/adapt the definitions.
In any case, I don't think it makes much sense to call connected game mechanics "emergent".
If you are going to say that, say it's a
property of emergence - not its definition.
@elander_
I've not said anywhere that Harvey/Randy Smith or Warren Spector don't make some interesting points. I've said that they've used one bad definition. I'm sure I've done that in my time. They can both be interesting people, and be wrong about this.
Also, I think it's going a bit far to say that Deus Ex was designed with a view to emergent problem solving. Nearly every barrier has the standard: blow it up / crawl through a vent / use a multitool/lockpick solutions.
I don't think it's reasonable to think that they designed vent systems which just happened to bypass almost every door. It was entirely intentional.
Similarly with a high system of lasers which just happen to have a large amount of stackable crates / barrels right next to them. Or with gas filled barrels / explosive crates which just happen to be placed where many guards might be standing
Some non-designed problem solving was possible in Deus Ex, but it was the exception rather than the rule.
That's not necessarily a bad thing - it's
good that designers were able to create some interesting challenges, and were able to predict many solutions / what items would be useful where. However, it is still planned.