Game Development Reference
In-Depth Information
Fromm's last category is strong emergence . His two main examples are life as an emer-
gent property of the genetic system and culture as an emergent property of language
and writing. Strong emergence is attributed to the large difference between the
scales on which the emergence operates and the existence of intermediate scales
within the system. Strong emergence is multilevel emergence in which the outcome
of the emergent behavior on the highest level can be separated from the agents on
the lowest level in the system. For example, it is possible to set up a grid of the cells
used for the Game of Life in such a way that on a higher level it acts as a computer
able to perform simple computations and from which new complex systems (such
as games) can be built. In this case, causal dependency between the behavior dis-
played by the computer and the Game of Life itself is minimal.
These categories suggest that in games different levels of emergent behavior also
exist, often at the same time. More importantly, it also shows that structural char-
acteristics of the game's mechanics (such as feedback loops and the existence of
different scales) play a vital role in the emergence of complex and interesting
behavior.
Harnessing Emergence in Games
Games are complex systems that can produce unpredictable results but must deliver a
well-designed, natural user experience. To achieve this, game designers must under-
stand the nature of emergent behavior in general and of their game in particular.
We regard the many active and interconnected parts, feedback loops, and different
scales as structural qualities of the game as a system. In games, these structural qualities
play a vital role in the creation of emergent gameplay. Studying game mechanics
will reveal these (and other) structures in much more detail. The rest of this topic is
dedicated to this study.
The three structural qualities that were the main subject of this chapter are also the
first stepping-stones toward the construction of an applied theoretical framework
called Machinations that deals with emergence in games head-on. The Machinations
framework allows you, as a game designer, to get a better grip on the elusive process
of building quality games displaying emergent behavior. In the following chapters, we
will zoom in on the game mechanics of the internal economy. We'll explain how
the Machinations framework can be used to visualize game mechanics and how struc-
tural qualities of the mechanics can be read from these visualizations. In Chapter 10,
“Integrating Level Design and Mechanics,” and Chapter 11, “Progression Mechanisms,”
we will zoom out and show how on a larger scale mechanics can be grouped and
used to design interesting levels that use both progression and emergence.
 
 
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