The spirit of emergence is unpredictability. The player will wind up in situations they did not expect. They will find solutions you did not foresee. This will break your design, unless the design is too flexible to be broken. The situations may seem too harsh, the solutions too degenerate, but the player has had as much a hand in creating them as you have. To support emergence is to empower co-authorship, to reach towards the interactive medium’s highest calling. If unpredictability is incompatible with your design, do not pursue emergence.
The only strange thing about this talking wolf is the high quality of its conversation. “I could shoot you, you know,” I threaten the wolf, having already established that my daughter might still be alive inside its belly. That wasn’t picked from a dialogue menu; I typed it in. Without missing a beat, the wolf responds, “I’m afraid you’ll have to.” Sentient characters and interactive dialogue have been common this entire play session. Impressed? The game’s responses are driven by game designer Jason Rohrer.
A while back I wrote about how repetitive gameplay over long periods of time can provide a depth of familiarity unique to our medium. That’s true, and great, and whatever, but to be less sunny about it my honest opinion is that most games don’t achieve this ideal, this gradual osmosis of artistic intent. Most games are just way too long. Presumably, you also hardly ever finish games you start, and those you do finish involve some punishing, boring slog solely for the sake of completion. Right?
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