Emergent gameplay refers to complex situations in video games, board games, or table top role-playing games that emerge from the interaction of relatively simple game mechanics.
Designers have attempted to encourage emergent play by providing tools to players such as placing web browsers within the game engine (such as in Eve Online, The Matrix Online), providing XML integration tools and programming languages (Second Life), fixing exchange rates (Entropia Universe), and allowing a player to spawn any object they desire to solve a puzzle (Scribblenauts).
Intentional emergence occurs when some creative uses of the game are intended by the game designers. Since the 1970s and 1980s board games and table top role playing games such as Cosmic Encounter or Dungeons & Dragons have featured intentional emergence as a primary game function by supplying players with relatively simple rules or frameworks for play that intentionally encouraged them to explore creative strategies or interactions and exploit them toward victory or goal achievement.
Immersive sims, such as Deus Ex and System Shock, are games built around emergent gameplay. These games give the player-character a range of abilities and tools, and a consistent game world established by rules, but do not enforce any specific solution onto the player, though the player may be guided into suggested solutions. To move past a guard blocking a door, the player could opt to directly attack the guard, sneak up and knock the guard unconscious, distract the guard to move away from their post, or use parkour to reach an alternate opening well out of sight, among other solutions. In such games, it may be possible to complete in-game problems using solutions that the game designers did not foresee; for example in Deus Ex, designers were surprised to find players using wall-mounted mines as pitons for climbing walls. A similar concept exists for roguelike games, where emergent gameplay is considered a high-value factor by the 2008 Berlin Interpretation for roguelikes.
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A sandbox game is a video game with a gameplay element that provides players a great degree of creativity to interact with, usually without any predetermined goal, or alternatively with a goal that the players set for themselves. Such games may lack any objective, and are sometimes referred to as non-games or software toys. More often, sandbox games result from these creative elements being incorporated into other genres and allowing for emergent gameplay.
Infobox video game | title = Minecraft | image = Minecraft cover.png | alt = The default player skin, Steve, running across a grassy plain while carrying an Iron pickaxe. Alongside him is a tame wolf. In the background, there is a pig, a chicken, a cow, a skeleton, a zombie, and a creeper. Mountains and cliffs fill the background, and the sky is blue, filled with clouds. Hovering over the scene is the Minecraft logo.
We present a human computation game based on the popular board game - Dixit. We ask the players not only for annotations, but for a direct critique of the result of an automated system.We present the results of the initial run of the game, in which the ans ...
2013
Explores the definition and sub-genres of action games, from FPS to strategy.
Explores heat capacity, entropy, spontaneity, and free energy in chemical reactions, emphasizing the relationship between entropy and disorder.