tag:blogger.com,1999:blog-34057821.post6795931250605058436..comments2024-03-27T10:33:22.456+01:00Comments on Bilou HomeBrew's Blog: emergent gameplay => higher replay valuePypeBroshttp://www.blogger.com/profile/10564522267743689261noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-34057821.post-27300955982055205382013-07-10T14:22:12.064+02:002013-07-10T14:22:12.064+02:00The in depth analysis of game play is refreshing, ... The in depth analysis of game play is refreshing, I don't see too many people getting that in depth with what makes a games tick and replayable. Then again, maybe I am not looking in the right places, so I am following some of the links on your blog as well. I discovered scribblenauts a few weeks ago and was thrilled by the concept of emergent gameplay particularly to the extend of a game that understands 10,000 nouns/verbs. Since then, it has been on my mind heavily. With physics simulation, I thought it would be easy to implement emergent puzzle gameplay -- just throw in a few movable objects like crates and voilĂ , emergent gameplay. Alas, it was not so easy....as creating physics puzzles is more difficult than I thought and the common theme seems to be "push a crate to a location" and the puzzle is solved. <br /><br />I hadn't thought of emerging gameplay as the simple act of more than one way to make a jump or defeat an enemy (as you outline in your post) and to that effect I have added a simple projectile weapon to my character, but the projectiles are rolling, bouncing balls so there is potential to interact with the level and character. There might be some potential when the balls are a detriment to the hero, in that they may cause him injury so as not to be used gratuitously. Another simple solution is to reward the conservation of ammo, in that combo shots hitting multiple enemies are rewarded and ammo is collectible. Either way, then there is always the choice of shooting or stomping your enemy.Cynic Musichttp://cynicmusic.com/noreply@blogger.comtag:blogger.com,1999:blog-34057821.post-2950601829086886952013-04-30T10:41:41.469+02:002013-04-30T10:41:41.469+02:00Yep, clearly, mastering a strict game can be somet...Yep, clearly, mastering a strict game can be something really satisfying -- I need to tell my experience of Soldier Blade later on.<br /><br />Imho, the problems would arise from strict games where the amount of time that is engaging is lost in the amount of time you involve in the game. By being strict on the gameplay (e.g. no RUN mechanics), time cannot be compressed and the player is forced to go through non-engaging playthrough if he wants to play the game again.<br /><br />I think game with emergent-friendly rules are less prone to such issues as they enable the level to be played in different fashions depending on your mood when you start it. SMB3 (and the nSMB series after it) put it even to another level with the power-up hoard.<br />PypeBroshttps://www.blogger.com/profile/10564522267743689261noreply@blogger.comtag:blogger.com,1999:blog-34057821.post-82437458134415316192013-04-29T23:26:51.373+02:002013-04-29T23:26:51.373+02:00Neat article. I like strict games. I like very eme...Neat article. I like strict games. I like very emergent games. And I like everything in between. <br /><br />Being a musician, I'm used to working under strict conditions to perfect a song over time. So when games are also strict, I enjoy mastering them. <br /><br />But I also like when the goal is clear, but there are many ways to work toward it (more emergent system). I love finding the edges of a design space and using that knowledge to inform myself what skills I have/need and what I can do in the game.<br /><br />Keep up the good work. KirbyKidhttps://www.blogger.com/profile/13866037458298228815noreply@blogger.com