This week in class we talked about system dynamics. This is the complex systems in a game that the player interacts with during gameplay. This could be something like the map shrinking in a battle royale game to keep players moving closer together and engaging in fights. This could also be progression in a game; as you continue playing, you can unlock more tools and objects that give you more variety in the way you play. In Grand Theft Auto, you start out with the beginner tools like a pistol and a small car, but as you progress, you can unlock planes and tanks and explosives which lets you be much more creative with your gameplay.
We also talked about information systems, which are tools in game that give you information in the game. In class, we used Fortnite as an example. Things like the minimap showing where the storm is coming from, keybinds for different gear slots, and the friendly health and shield bars are all examples of information systems. One game that I think does a good job with their information systems is Dead Space. In this game, there is no Heads Up Display, so every information system is shown in game. Instead of displaying your health as a number in the corner of the screen, your health is shown as a green liquid on the back of your character’s suit. Instead of an ammo counter, you have to aim your weapon to see how much ammo you have left. When you open the map, your character will open it up in game. I think this is a very interesting way to make the game more dynamic and immersive.
I think Will Wright’s talk “Dynamics for Designers” at GDC helped explain how these systems are implemented in games. He talked about game space, which is the open possibility space that the player can interact with. This would include things like the map space, character skill trees, NPCs, enemy players and so on. The game space can also be dynamically iterated on to create an even more complex game. A big game recently that has a dynamic game space is Animal Crossing. This game has different elements that have been iterated on to create a complex, fun game. There are daily fossils that you can dig up, specific fish that you can only catch in certain times of the year, turnips that you can sell and make a profit, all on top of the map design and customization with building bridges, terraforming and placing items around the map. All of these systems come together into one complex game space that makes a game that has you coming back to play every day.
Sources:
Wright, Will. Dynamics for Designers. Vimeo, 2003, vimeo.com/193267720.