History Main / EmergentGameplay

31st Aug '17 4:58:20 PM Daeolus
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* Originally, ''Starsiege {{VideoGame/Tribes}}'' was a tactical FPS, based on vehicles, and teamwork with massive open maps that would be nigh-impossible to practically cross on foot. And then players discovered that by "Hopping" using their jetpacks, they could essentially disable friction for their character, letting them "Ski" down slopes at immense speeds, and use the built up momentum to hurl themselves across the map. Soon players were using client-side macros to automate skiing at the ideal rate, superseding vehicles as the favored form of transportation. By Tribes 2, [[AscendedBug skiing had become an official feature]], and the game's largely projectile-based arsenal would lead to a game of speed, trajectory prediction, and reflexes, with the well-earned title of "World's fastest shooter".

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* Originally, ''Starsiege {{VideoGame/Tribes}}'' was a tactical FPS, based on vehicles, and teamwork with massive open maps that would be nigh-impossible to practically cross on foot. And then players discovered that by "Hopping" using their jetpacks, they could essentially disable friction for their character, letting them "Ski" down slopes at immense speeds, and use the built up momentum to hurl themselves across the map. Soon players were using client-side macros to automate skiing at the ideal rate, superseding vehicles as the favored form of transportation. By Tribes 2, [[AscendedBug [[AscendedGlitch skiing had become an official feature]], and the game's largely projectile-based arsenal would lead to a game of speed, trajectory prediction, and reflexes, with the well-earned title of "World's fastest shooter".
10th Aug '17 6:01:16 AM Bedebao
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* ''Videogame/NationStates'': The World Assembly Delegate election system gave birth to Raiding/Defending, where organizations compete to take over or protect regions by forcefully electing someone and using the delegacy's powers such as regional appearance or ejecting nations.
13th Jul '17 12:57:14 AM Koveras
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Unlike (but closely related to) GameplayDerailment, emergent gameplay features are generally seen as positive developments. May result from GoodBadBugs, but bugs are not necessary. {{Metagame}}s of competitive games are examples of emergent gameplay. SequenceBreaking and {{speedrun}}ning are also examples, as are VideogameCaringPotential and VideogameCrueltyPotential when not tied to the actual plot.

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Unlike (but closely related to) GameplayDerailment, emergent gameplay features are generally seen as positive developments. May result from GoodBadBugs, but bugs are not necessary. {{Metagame}}s of competitive games are examples of emergent gameplay. SequenceBreaking and {{speedrun}}ning are also examples, as are VideogameCaringPotential and VideogameCrueltyPotential when not tied to the actual plot.
plot. The ImmersiveSim genre puts emergent gameplay on the forefront of its game design.
10th Apr '17 1:00:26 PM nombretomado
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* ''SecondLife'' isn't a game itself but the building tools allow for the construction of games and there are many. There's also the ongoing game between {{Griefer}}s and player-run anti-griefer security.

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* ''SecondLife'' ''VideoGame/SecondLife'' isn't a game itself but the building tools allow for the construction of games and there are many. There's also the ongoing game between {{Griefer}}s and player-run anti-griefer security.
8th Feb '17 12:56:56 PM LordBlackdeath
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* ''Videogame/Warlight'': As a Risk-like online indie game, there is little context provided and hard rules are only combat-oriented, yet players have come up with diplomatic games and scenarios with made-up rules. Those tend to provide pretty good roleplay.

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* ''Videogame/Warlight'': ''VideoGame/{{Warlight}}'': As a Risk-like online indie game, there is little context provided and hard rules are only combat-oriented, yet players have come up with diplomatic games and scenarios with made-up rules. Those tend to provide pretty good roleplay.
8th Feb '17 12:53:54 PM LordBlackdeath
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* ''Videogame/Warlight'': As a Risk-like online indie game, there is little context provided and hard rules are only combat-oriented, yet players have come up with diplomatic games and scenarios with made-up rules. Those tend to provide pretty good roleplay.
7th Jan '17 3:14:26 PM nombretomado
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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'' ''VideoGame/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=].
30th Dec '16 1:49:35 AM rockdeworld
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[[folder: Web Game]]
* ''Videogame/GoCrossCampus'': Spies (people signing up accounts on opposing teams), Special Forces (people who make their moves late in the turn so as to prevent spies from being effective), and Swaps ("trading" territories between allied teams to give both teams conquer bonuses).


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[[folder: Web Game]]
* ''Videogame/GoCrossCampus'': Spies (people signing up accounts on opposing teams), Special Forces (people who make their moves late in the turn so as to prevent spies from being effective), and Swaps ("trading" territories between allied teams to give both teams conquer bonuses).
[[/folder]]
30th Dec '16 1:48:42 AM rockdeworld
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[[folder: TTRPG]]
* Starting in ''TabletopGame/DungeonsAndDragons'' 3rd edition, the codifying of rules that were previously [[RuleZero only the purview of the DM]] combined with the rise of the internet (and with it the ability to easily share information) led to optimization. Among the most well-known (and controversial) outcomes of this optimization were [[http://www.brilliantgameologists.com/boards/?topic=1002.0 the tier system for classes in 3.5e]], and [[http://www.giantitp.com/forums/showthread.php?104002-3-5e-The-Logic-Ninja-s-Guide-to-Wizards-Being-Batman the guide to being Batman in 3.5e]], a wizard playstyle that eschews traditionally-popular spells like Fireball to instead prepare spells that buff party members, debuff enemies, control the battlefield, perform utility tasks, or instantly kill/render helpless enemies.
29th Dec '16 1:46:31 AM wrpen99
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* ''VideoGame/DwarfFortress'': By sheer weight of the amount of simulations such as weather, erosion, and population density (among other things), there is quite a bit of emergent gameplay.

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* ''VideoGame/DwarfFortress'': By sheer weight of the amount of simulations such as weather, erosion, and population density (among other things), there is quite a bit of emergent gameplay. One of the most important concepts to know to create a running fortress in less than a few days of gameplay are pump stacks, which are clusters of pumps that allow for instant transportation of water or magma from any lower z-level to the top of the stack.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.EmergentGameplay