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A Gnome's Ponderings

I'm a gamer. I love me some games and I like to ramble about games and gaming. So, more than anything else, this blog is a place for me to keep track of my ramblings. If anyone finds this helpful or even (good heavens) insightful, so much the better.
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Emergent Gameplay - a term that's new to me and a concept that I have long known about

Lowell Kempf
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A term that I recently came across for the first time is emergent gameplay. It is the idea of complex situations emerging from the interactions of relatively simple game mechanics. While I hadn’t heard those two words put together before, I’m definitely familiar with the concept.

I understand that it is more commonly used when looking at video games and is used to describe both intentional and unintentional examples. For instance, it is widely known that there is a real world market for the virtual money and goods of World of Warcraft. I’ve never played the game and even I know that. I also really doubt that Blizzard ever intended for that to happen.

At the same time, the concept of emergent gameplay is very much a part of the culture and development of board games. Cosmic Encounter has been cited as a prime example of intentional Emergent Gameplay in action. The actual rules of the game itself are really simple. I was shocked at how simple the rules were when I first played Cosmic Encounter. However, the interaction of the alien powers leads to some amazingly intricate situations.

Really, on a certain level, the idea of simple rules creating complex situations and decisions is core to the whole idea of games in general. So what I really want to know is: Where do you draw the line in defining Emergent Gameplay?

For instance, Go can be broken down into about six or so rules. (The game is played on a board. Two players place white and black stones. A stone can only be placed on an empty intersection of lines. Etc.) Yet, the gameplay itself is some of the most complex and mind blowing I have ever seen. It is a game that takes years of practice and study to even come close to mastering.

But, it’s not like that’s a surprise. Yes, as you learn more and more about how to play Go, the game play unfolds and opens up in your mind like one of those road maps that you can fit in your pocket but covers the kitchen table when you open it up. But Go’s complexity is there for everyone to see.

Is Emergent Gameplay when the interplay of the rules causes the game to create unexpected and shocking situations that you never saw coming going over the rules? Is it that moment that you never saw coming but seems so brilliant once you do see it?

I realize that it’s a term that’s open to interpretation and everyone’s definition might be different. There may be no official line in the sand that you need to cross. There might be a lot of discussion out there, trying to figure out just what is Emergent Gameplay and how it affects our experience in play.

What makes me happy, though, is that the concept is out there, as something for us to strive for and look for.
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Subscribe sub options Wed Oct 26, 2011 3:40 pm
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Patrick Carroll
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"If a thing is worth doing, it is worth doing badly." (GK Chesterton)
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I suspect "emergent" is one of those buzzwords, like "organic." It refers to a "je ne sais quois"--a moving experience that one doesn't quite know how to define. One might not even be able to pinpoint the cause of the experience. So, it seems magical as long as it's not explained.

Another such term, or prefix, is "meta." That's what I might use for the real-life sales of World of Warcraft goodies. It's an aspect of the game that goes beyond, or outside, the game itself--the game proper.

Lately I've liked the word "emergent" in combination with "narrative." Some games are patently story-based: i.e., they tell a story as the game goes along. The story might appear as flavor text on cards, or the players might verbally tell the story, or the whole game may be designed to follow a particular story line. The narrative in that kind of game is not emergent; it's thrown right into the players' faces.

But other games seem to end up being stories even though no story is actually told. One of those that I'm just beginning to get into (having failed to get far into it years ago when it was new) is Magic Realm. All the basic components of a great RPG or storytelling game are there, but no story is explicitly told. Instead, players just do as they will, pursuing whatever objectives they set for themselves, and a richly detailed story ends up happening.

So, I think I understand "emergent narrative." I'm not so clear on "emergent game play."

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  • Posted Wed Oct 26, 2011 3:59 pm
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I'd say you can classify many of Knizia's games as "emergent".
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  • Posted Wed Oct 26, 2011 4:05 pm
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Tony Bosca
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Patrick Carroll wrote:
Another such term, or prefix, is "meta." That's what I might use for the real-life sales of World of Warcraft goodies. It's an aspect of the game that goes beyond, or outside, the game itself--the game proper.


I like this term in relation to gambling/auction/political games. I think of it as the sum of personal motivations that exist outside of the game, that in-turn have an effect on the outcome actions and rules of the actual game. You see it all the time in poker and the like...
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  • Posted Wed Oct 26, 2011 8:25 pm
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