![]() ![]() In more traditional game design, objects and entities in the game world may only really be aware of the player, and not much else. Systemic games are unique because they offer a level of experimentation and player control than that of other more traditional game designs. In these games, players are given a goal, then asked to manipulate the games systems in whatever way they want to achieve that goal. Each one of these games presents an interconnected game world, where one system can affect and react to another system in a realistic and dynamic way. Some other modern games that have a systemic design include MGSV: The Phantom Pain, Watchdogs 2, Dishonored, and the Hitman series. These virtually independent systems have a set of rules that govern how they interact with each other, and that interaction can lead to surprisingly complex behavior. Rather, they are emergent encounters that are the result of the game’s wildlife system interacting with the game’s enemy system. These are not scripted encounters, hand crafted by the developers. An elephant attack in Far Cry 4įor example, in the recent Far Cry series, it is entirely possible to run upon enemy encampments that are being attacked by wild animals. Very often, the interaction of these different systems in systemic games lead to unexpected and unintended gameplay scenarios. The weather system in the game is not just some neat visual addition, but an integral part of the game world that affects virtually everything in it. Fires sizzle out, NPCs run for shelter, metallic objects attract lightning, and large rain puddles form, only to be evaporated when the sun comes out later. Surfaces are harder to climb, and visibility is affected, but Link’s footsteps are muffled so sneaking around is easier. When it rains in Breath of the Wild, the whole game world is affected. A good example of this design philosophy is the rain mechanic in Breath of the Wild. Systemic games are games that are created such that all their individual systems can reach out and influence one another. What is a Systemic Game?īreath of the Wild is part of a genre of games called systemic games. This interconnectivity allows for extremely flexible and open-ended gameplay. ![]() Each element of the game engine interacts and affects each other element, which makes the game world of Breath of the Wild feel alive and dynamic. Metal objects conduct electricity, fire melts ice, catches wooden objects on fire, and keep link warm, rain makes rock surfaces slick and harder to climb, etc. This is possible because Breath of the Wild has a simple system of rules that governs the interaction of all the games elements. For example, in my personal anecdote, I was able to use a metal object as a makeshift lightning rod to attack the enemy. Simply put, emergent gameplay can be defined as gameplay rules, elements, or mechanics that are not explicitly intended by the game designers, but arise due to the presence and interaction of less complex systems or elements. The Legend of Zelda: Breath of the Wild was critically praised largely in part for its emergent gameplay. Fire effects are part of the “chemistry engine” developed for Breath of the Wild At that moment, a lightning bolt, attracted by the metallic boomerang I had just thrown, struck in the center of the group, igniting the nearby powder kegs and blowing the camp apart. I threw a boomerang, and it fell to the ground int he middle of the group. After sneaking in and taking out the two watchtower enemies with a bow, I crept closer to the group of enemies huddled together. Here is something that happened during my most recent play-through of The Legend of Zelda: Breath of the Wild: While running through Hyrule field in the middle of a thunderstorm, I came across an enemy encampment. ![]()
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