Game Development Reference
In-Depth Information
Figure 7.15
The creation tools provided to players for Shadowrun Returns .
System Complexity
Even novels and children's topics can create imaginary worlds that activate the imagination
and invite extension, but once again, we can look to the underlying structure of games to find
something more unique: the unpredictable nature of complex systems. If we want many differ-
ent players to experience their own uniquely emergent stories, a complex system of many parts
that interact with each other is invaluable. A complex system often has many verbs, and many
objects for them to act on, so that every possible combination can't be easily known or plotted
out in advance. This creates a space of possibilities
that can be explored, where players can
have the thrill of discovering something new.
Sheer quantity of verbs, objects, and combinations isn't the key to complexity, however. What's
important is the relationship between them—the fact that different elements in the system
influence each other. Although a full discussion of complexity and the design of complex
systems is beyond the scope of this chapter, here's a simple example. Imagine that a game
of fantasy combat gives its players a verb like “hit” and objects that include the Uberknight,
controlled by the player, and a type of enemy called a Bandersnatch. These objects have an
attribute called Health that is reduced by “hitting,” and which, if
reduced to zero, eliminates
the object from the game. (This system, which originated with games like Dungeons & Dragons ,
should sound pretty familiar to you if you've played games with combat systems.) Each Bander-
snatch will try to “hit” the Uberknight until she's dead—it takes about four “hits”—but can itself
be slain in two “hits.” This is a simple combat system, with just one verb and a couple objects,
but it already includes many rules and relationships!
 
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