In class, we discussed a lot about the dynamics of gameplay, and how changes and variances in game information and rules can affect a player’s playing experiences. For example, Wright brings up the concept of mapping, where players respond to boundaries either introduced by the game itself or by other players. While boundaries can be seen as limiting, these boundaries can also give emergence to a variety of strategies that players may come up with in order to work in tandem to these boundaries. Emergent gameplay, where new changes or possibilities are discovered within the game as the playtime progresses, also serve to keep players on their toes, giving them or taking away mechanics they can work with, and as a result springing forth new strategy possibilities.
Having a game that can introduce changes into its system may create a more enjoyable gaming experience overall. In competition-driven games, this keeps the gameplay from becoming monotonous and forces the player to be alert and continue to adapt to the changing phases of the game. In story-driven games, this is useful in hammering in the stakes or weight of a scene or a consequence of a player’s choice within the story, and they can be useful in combination in adding to the surprise of a twist.
I think in some games, the developers also strive to constantly change the feel of the gameplay and the strategy through consistent patches and introduction of new agents. This, I feel, is to prevent the game from falling into a state where players eventually only start playing the “best” strategy, making gameplay stale and invariant between games. In League of Legends, new characters are regularly introduced, as well as large yearly patches where new gameplay rules are introduced to throw off the mainstream strategies that were established in the past year.
Some games thrive on players actively seeking out all the possibilities that exist within the game. One particular game I can think of is Undertale, where a multitude of videos exist of players and fans documenting all the ways the game changes based on specific actions they take, some of which seem to be very specific and obscure.
I feel that I’ve learned a lot about how emergent gameplay works and can be utilized to create greater freedom and impactful actions for players.
Sources:
Wright, Will, director. Dynamics for Designers. Vimeo, 2003, vimeo.com/193267720.