History Main / EmergentGameplay

2nd Sep '16 11:07:15 AM Dravencour
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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 trolls and player run anti-troll security.

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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 trolls {{Griefer}}s and player run anti-troll player-run anti-griefer security.
29th Aug '16 6:57:41 PM justanid
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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 trolls and player run anti-troll security.



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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 trolls and player run anti-troll security.
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17th Jun '16 10:49:45 AM Quanyails
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* 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.

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* Online free-to-play shooter Videogame/GunZ: ''VideoGame/GunZ: The Duel 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.
17th Jun '16 10:48:23 AM Quanyails
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* ''Videogame/{{Metroid}}'': The maze-like structure and open-endedness of the first game was very interesting to {{speedrun}}ners, since it allowed them to devise and test alternative routes, intended [[SequenceBreaking or not]], through the game. Its third installment, Super Metroid, continues to be a widely-appreciated game, with GoodBadBugs still being discovered that allow new speed tricks. Furthermore, said openness helped give rise to the {{metroidvania}} genre.

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* ''Videogame/{{Metroid}}'': The maze-like structure and open-endedness of the first game was very interesting to {{speedrun}}ners, since it allowed them to devise and test alternative routes, intended [[SequenceBreaking or not]], through the game. Its third installment, Super Metroid, ''Super Metroid'', continues to be a widely-appreciated game, with GoodBadBugs still being discovered that allow new speed tricks. Furthermore, said openness helped give rise to the {{metroidvania}} genre.
3rd Jun '16 7:02:13 PM AnotherDuck
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* ''Videogame/{{Metroid}}'': The maze-like structure and open-endedness of the first game was very interesting to {{speedrun}}ners, since it allowed them to devise and test alternative routes through the game. Its third installment, Super Metroid, continues to be a widely-appreciated game, with GoodBadBugs still being discovered that allow new speed tricks. Furthermore, said openness helped give rise to the {{metroidvania}} genre.
** The Metroid series and the metroidvania genre in general allow for the emergent gameplay feature of SequenceBreaking as dedicated players try to figure out just how little time (or items) they'd need to get through a game. (Said players were also quite disappointed when Metroid Fusion didn't allow sequence-breaking.)

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* ''Videogame/{{Metroid}}'': The maze-like structure and open-endedness of the first game was very interesting to {{speedrun}}ners, since it allowed them to devise and test alternative routes routes, intended [[SequenceBreaking or not]], through the game. Its third installment, Super Metroid, continues to be a widely-appreciated game, with GoodBadBugs still being discovered that allow new speed tricks. Furthermore, said openness helped give rise to the {{metroidvania}} genre.
** The Metroid series and the metroidvania genre in general allow for the emergent gameplay feature of SequenceBreaking as dedicated players try to figure out just how little time (or items) they'd need to get through a game. (Said players were also quite disappointed when Metroid Fusion didn't allow sequence-breaking.)
genre.



* ''{{Combos}}'' in FightingGames started out as this. Players were never intended to be able string multiple attacks together in the original ''VideoGame/StreetFighterII'', however once the players figured out how to do them, the developers [[AscendedGlitch acknowledged]] them, as did every other fighting game developer at the time.
** Even today, majority of the combos in these games are things that the players themselves create. In fact, it's generally acknowledged that one of the marks of a good fighting game is how much freedom it provides the player in terms of developing combos.
* ''Videogame/SuperSmashBros'': 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 arose and the skill gap opened anew.
*** One of the major things they were trying to get rid of were a lot of so-called "technical skills" - that is to say, very difficult to execute in-game commands which require a lot of practice to perform. Mechanics like wavedashing (which more or less replaced normal movement in Super Smash Bros. Melee) and L-cancelling (which was simply a case of bad design - there's never any reason not to l-cancel every move ever, so why is it the game in the first place?) were deliberately removed in order to simplify the controls. They largely succeeded at that, but the more people practice a fighting game, the more emergent gameplay tends to come out.

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* ''{{Combos}}'' in FightingGames started out as this. Players were never intended to be able string multiple attacks together in the original ''VideoGame/StreetFighterII'', however once the players figured out how to do them, the developers [[AscendedGlitch acknowledged]] them, as did every other fighting game developer at the time.
**
time. Even today, majority of the combos in these games are things that the players themselves create. In fact, it's generally acknowledged that one of the marks of a good fighting game is how much freedom it provides the player in terms of developing combos.
* ''Videogame/SuperSmashBros'': ''Videogame/SuperSmashBros'':
**
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 ''Super Smash Bros. Brawl 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 arose and the skill gap opened anew.
***
anew.\\
\\
One of the major things they were trying to get rid of were a lot of so-called "technical skills" - that is to say, very difficult to execute in-game commands which require a lot of practice to perform. Mechanics like wavedashing (which more or less replaced normal movement in Super Smash Bros. Melee) and L-cancelling (which was simply a case of bad design - there's never any reason not to l-cancel every move ever, so why is it the game in the first place?) were deliberately removed in order to simplify the controls. They largely succeeded at that, but the more people practice a fighting game, the more emergent gameplay tends to come out.



* ''Videogame/{{Terraria}}'': the Hellevator (a vertical tunnel stretching from the surface down to Hell) and the Skybridge (a bridge in mid-air, used to traverse the upper part of the map and for quick horizontal travel). Also several methods to exploit GoodBadBugs to generate lava.
* ''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/{{Terraria}}'': the The Hellevator (a vertical tunnel stretching from the surface down to Hell) and the Skybridge (a bridge in mid-air, used to traverse the upper part of the map and for quick horizontal travel). Also several methods to exploit GoodBadBugs to generate lava.
* ''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.
21st Mar '16 10:35:02 PM TitaniumDragon
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*** One of the major things they were trying to get rid of were a lot of so-called "technical skills" - that is to say, very difficult to execute in-game commands which require a lot of practice to perform. Mechanics like wavedashing (which more or less replaced normal movement in Super Smash Bros. Melee) and L-cancelling (which was simply a case of bad design - there's never any reason not to l-cancel every move ever, so why is it the game in the first place?) were deliberately removed in order to simplify the controls. They largely succeeded at that, but the more people practice a fighting game, the more emergent gameplay tends to come out.



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2nd Aug '15 12:13:38 AM jormis29
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** 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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Added DiffLines:

[[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.
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24th Apr '15 10:22:44 AM poi99
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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.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.EmergentGameplay