History Main / EmergentGameplay

2nd Aug '15 12:13:38 AM jormis29
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Removing Red Link
** Then there are the occassional cases of players tricking various, mutually hostile NPCs into fighting each other.
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** Then there are the occassional cases of players tricking various, mutually hostile NPCs [=NPCs=] into fighting each other.
1st Aug '15 6:35:22 AM ZemplinTemplar
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[[folder: Stealth Game]] * In some installments of the ''VideoGame/{{Thief}}'' series: **Players were able to figure out that throwing a wooden crate onto a ledge and then shooting a rope arrow into it was one way of being able to use rope arrows in a space that otherwise seemed unsuitable to them (as they can only stick into wood or soil). The FanSequel ''The Dark Mod'' actually notes and briefly touches upon utilising the crate-roping method in its tutorial mission. **Then there are the occassional cases of players tricking various, mutually hostile NPCs into fighting each other. [[/folder]]
24th Apr '15 10:22:44 AM poi99
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Not quite. It's usually pretty obvious which ways to play the game were dev-intended and which ones weren't, and lumping them together like this trivializes both.
Technically speaking, any synthesis of gameplay mechanical elements is Emergent Gameplay. However, this article (of necessity) will only list notable examples, such as ones that have been given names by players.
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Technically speaking, any synthesis of gameplay mechanical elements is Emergent Gameplay. However, this This article (of necessity) will only list notable examples, such as ones that have been given names by players.
1st Mar '15 1:42:10 PM Yinyang107
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* The idea for ''Left4Dead'' came about when Turtle Rock Studios (who developed [=L4D=]) were developing the bots for ''Counter-Strike: Condition Zero'' and decided to play game where there were a ton of bots, players versus bots, and the bots on very hard with knives only. The result is very similar to the Horde Zerg rushing at times in [=L4D=]
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* The idea for ''Left4Dead'' came about when Turtle Rock Studios (who developed [=L4D=]) were developing the bots for ''Counter-Strike: Condition Zero'' and decided to play game where there were a ton of bots, players versus bots, and the bots on very hard with knives only. The result is very similar to the Horde Zerg rushing at times in [=L4D=][=L4D=]. * Online free-to-play shooter Videogame/GunZ: The Duel began as a fairly standard shooter, albeit with wall-jumping and other feats of badassery. Then, the playerbase discovered a number of bugs; these days, it's difficult to compete if you aren't proficient in the styles of play known as K-style, D-Style, or E-Style.
19th Jan '15 2:55:21 AM Totema
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[[folder: MMORPG]] * In ''FinalFantasyXI'', the ninja job was introduced with the intention that players would use it as a damage dealer that would use magical ninjutsu to supplement physical damage. However, players discovered that the Utsusemi ninjutsu, which would nullify attacks for a few times, coupled with the ninja's great evasion stats, made it a great choice for a tank. Eventually, developers began producing gear for ninjas that complemented this play style instead. [[/folder]]
8th Dec '14 7:07:20 PM TheBetterMedic
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Whoever made that edit needs to retake the 4th grade
* ''VideoGame/Dwarf Fortress'': By sheer weight of the amount of simulations such as whether, erosion, population density, etc their is loads and loads of emergent gameplay.
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* ''VideoGame/Dwarf Fortress'': ''VideoGame/DwarfFortress'': By sheer weight of the amount of simulations such as whether, weather, erosion, and population density, etc their density (among other things), there is loads and loads quite a bit of emergent gameplay.

* ''Videogame/ {{Minecraft}}'':The game as a whole has a lot of this, but one of the most notable examples is the redstone system of which a wide manner of contraptions have been made, including 16-bit computers.
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* ''Videogame/ {{Minecraft}}'':The ''Videogame/{{Minecraft}}'':The game as a whole has a lot of this, but one of the most notable examples is the redstone system of which a wide manner of contraptions have been made, including 16-bit computers.
22nd Nov '14 1:35:40 PM dpolaristar
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* ''VideoGame/Dwarf Fortress'': By sheer weight of the amount of simulations such as whether, erosion, population density, etc their is loads and loads of emergent gameplay.
22nd Nov '14 1:33:31 PM dpolaristar
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*''Videogame/ {{Minecraft}}'':The game as a whole has a lot of this, but one of the most notable examples is the redstone system of which a wide manner of contraptions have been made, including 16-bit computers.
29th Sep '14 6:24:03 PM JoeTheDragon
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* Nudging a {{pinball}} machine to save an otherwise doomed ball has become an allowed maneuver in competitions. The technique of banging the bottom of the table to knock the ball over a divider and back into play, on the other hand, remains universally banned.
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* Nudging a {{pinball}} machine to save an otherwise doomed ball has become an allowed maneuver in competitions. The technique of banging the bottom of the table to knock the ball over a divider and back into play, on the other hand, remains universally banned. As long as you don't tilt.
22nd Sep '14 10:03:07 AM Vardinator
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Is that actually an aversion to emergent gameplay? Or an acceptable use of a zig-zagging trope?=|
* ''Videogame/SuperSmashBros'': like Pokémon, this series also has a competitive metagame involving tiers.
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* ''Videogame/SuperSmashBros'': like Pokémon, this series also has Released as a fun, random, chaotic party game, Super Smash Bros. 64 and Melee have garnered much competitive attention for their astonishing, completely accidental technical depth. [[https://www.youtube.com/watch?v=vXgpGBbh5r8 This video]] doesn't even begin to explain. ** Super Smash Bros. Brawl was a [[AvertedTrope conscious attempt]] to close the gaping chasm between skill levels in Melee, by slowing the overall pace and streamlining most high level techniques out. Opinions on the matter are mixed; most competitive players will point out that Melee was still a perfectly functional party game for people who didn't care to learn to wavedash, and casual players openly appreciate a larger character roster, stage selection and item list. All the same, competitive play developed, a new metagame involving tiers.arose and the skill gap opened anew.
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