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The Rise of the Systemic Game | Game Maker's Toolkit

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    The Legend of Zelda: Breath of the Wild'da
    ne zaman yağmur yağarsa herşey değişiverir.
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    Kayalar kayganlaşır, ve bu
    sebepten onlara tırmanmak zorlaşır.
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    Ama Link'in adımları sessizleşir, bu
    sayede gizlenmek kolaylaşır.
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    Elektrik hasarları önemli ölçüde artar, ancak
    patlayıcı ve yanan oklar özelliklerini kayberder;
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    sadece oka dönüşürler.
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    Belirli canlılar ve bitkiler, ELECTRIC DARNER
    gibi, sadece yağmur yağarken ortaya çıkarlar.
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    İnsanlar yağmurdan korunmaya çalışırlar.
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    Camp ateşleri söner.
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    Ve hatta belirli yerlede büyük su birikintileri
    dahi bulabilirsiniz - güneş çıktığında
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    buharlaşmış olacak.
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    Breath of the Wild'daki değişen hava durumu
    yalnızca şık bir görsel numara değil, ayrıca
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    dünyadaki hemen hemen her yere ulaşıp
    dünyanın üzerinde etki yaratacak bir şey.
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    Ve bu SYSTEMIC GAME'in tanımıdır.
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    Ubisoft'ta eski bir lead programmer
    olan Aleissia Laidacker şöyle diyor:
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    ALEISSIA LAIDACKER: SYSTEMİC oyununuzdaki tüm
    sistemler arasında bir bağ olduğu anlamına gelir.
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    Bunu tasarlar ve geliştirirlerken amaçları,
    her şeyin birbirinden etkilenmesini sağlamaktı.
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    And in the last few years we’ve seen an
    explosion of games that have this sort of
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    interconnectivity - from Japanese titles like
    Metal Gear Solid V and Zelda, to ambitious
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    European games like Kingdom Come: Deliverance,
    to smaller indie titles like Mark of the Ninja,
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    to pretty much everything Ubisoft’s making
    at the moment.
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    Take Far Cry, for example, where much of the
    joy comes from the fact that not only do you
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    fight enemies, and not only do you fight wild
    animals - but enemies can fight animals.
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    And vice versa.
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    This is not a scripted encounter, hand crafted
    by the developer.
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    It’s just the enemy system and the wildlife
    system interacting… as a tiger mauls a guard’s
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    face clean off.
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    This works thanks to “awareness” and “rules”.
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    In super simplified terms, every entity in the
    game has inputs, which are things it can “listen” for.
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    In the case of the Far Cry tiger, that might
    be the player, bait, fire, and enemies.
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    And entities also have outputs, which is when
    they broadcast their existence out into the
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    world.
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    If the input and the output match, and the
    entities can see or touch each other, a connection
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    is made.
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    And that’s when a rule is followed.
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    In the case of the tiger and the enemy, that
    rule is face mauling.
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    But for other games, it could be that if a
    flame touches a wooden arrow, it sets on fire.
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    Or if an orange tree frog explodes near a
    floor tile, it’s destroyed.
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    Or if it rains on a camp fire, it sizzles
    out.
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    So systemic games work by having all sorts
    of objects, characters, bits of the environment,
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    and game systems be aware of each other, and
    have rules for how to interact.
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    But why should we care?
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    What makes this style of design more interesting
    than games where the systems aren’t so connected?
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    Well, one huge advantage is that the player
    can make interesting plans.
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    In a lot of traditional games, entities are
    only really aware of the player and not much else.
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    Meaning the only way to interact with an enemy
    is through very direct means.
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    A.K.A shooting them.
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    But because entities in systemic games are
    aware of so many more things, we can get to
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    enemies through indirect means.
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    Like, releasing a caged animal to have it
    attack nearby guards.
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    So a defining trait of systemic games is that
    you can exploit those relationships between
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    different entities and systems, as part of
    plans - which make you feel rather smart when
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    they come together.
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    Here’s a good one from Watch Dogs 2.
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    I was getting chased by the cops, so I lead
    the police into gang territory, hid on a rooftop
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    and watched those opposing factions fight
    it out, and then used the distraction to high
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    tail it out of there and lose my wanted level.
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    That felt great, and a lot more interesting
    than just shooting a bunch of cops.
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    Another massive advantage of systemic design
    is that these games can create moments of
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    drama and surprise.
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    Such as a wild three-way tussle between the
    royal army, the golden path, and an angry
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    elephant
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    Again - this wasn’t scripted, but something
    that occurred organically from a bunch of
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    different entities that are all aware of each
    other, have rules for dealing with each other,
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    and have found themselves in the same place.
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    And I think these anecdotes are cool for two
    reasons.
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    For one, they often follow a really interesting
    story structure as you devise a plan and try
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    to execute it, but a surprising chain reaction
    of events scuppers your plan and you must
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    react and adapt.
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    And because these anecdotes are completely
    unique to your experience, I think that often
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    makes them more special and memorable than
    the ultra epic moment that every single player
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    is going to see happen.
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    No one’s tweeting about that, are they?
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    So systemic games allow the player to come
    up with interesting plans.
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    And they lead to surprising anecdotes.
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    And we call this stuff “emergent gameplay”
    - things that weren’t intentionally designed
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    by the game’s makers, but solutions and
    situations that emerge thanks to the meeting
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    of multiple systems.
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    That doesn’t let game makers off the hook,
    though.
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    They’ve got to set all this stuff up, to
    create the possibility of emergence.
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    So to make this work, we need to create awareness
    between lots of different entities in the
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    game.
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    The more things that are aware of each other,
    the better.
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    Having characters be able to fight amongst
    themselves is one thing, but we can also have
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    enemies be able to damage the environment,
    have entities be aware of systems like the
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    day and night cycle, or - in the case of Zelda
    - invent a whole chemistry engine with wind,
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    fire, ice, and so on.
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    Next, we need rules that are consistent.
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    Because - as I talked about in the AI episode
    - you can only make good plans if you have
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    a pretty strong idea of how the system will
    react when you push on it.
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    But that means we also need rules that are
    universal.
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    Like, if some wooden objects catch on fire,
    then all wooden objects should catch on fire.
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    Any time a rule like that is broken, the believability
    of the world is reduced and the player is
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    bit less likely to experiment in future.
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    So to make this sort of universal connectivity
    easier, perhaps take this advice from Dishonored’s
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    co-directors Harvey Smith and Raphael Colantonio.
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    They say that instead of having entities be
    able to listen for specific objects and characters
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    in the world, they let entities output general
    stimuli - like fire damage, piercing damage,
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    or explosive damage - and then have other
    things in the game be aware of those.
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    This layer of abstraction makes it easier
    to add and modify entities, and even allows
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    players to find connections that the designers
    never even thought of.
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    Like in Harvey Smith’s most famous game,
    Deus Ex, where you can exploit the fact that
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    MIB enemies explode upon death to blow your
    way through doors.
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    This is also why you can lay metal objects
    on the floor in Zelda to conduct electricity
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    and solve some of the shrines in your own
    way.
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    It might feel a bit like cheating, but that’s
    what makes systemic games fun.
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    Instead of finding the single, authored solution
    to a puzzle, you can use the inherent behaviours
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    of the game’s systems to find your own way
    to overcome the problem at hand.
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    And then, if you want surprising events to
    happen on the regular, it’s important for
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    the system to be somewhat unstable.
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    To not be in perfect equilibrium until the
    player comes along and pushes on it, but capable
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    of moving and shifting all by itself.
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    This can be achieved with automated systems
    like how the rolling weather in Breath of
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    the Wild can create unpredictable thunderstorms.
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    Or by giving AI their own goals and needs
    which will push them to move about and, hopefully,
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    into conflict with other entities.
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    Okay. So you’ve made a systemic game.
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    You’ve created connections between all the
    entities in your game, and they follow consistent
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    and universal rules of interaction.
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    But there’s still work to do, because it’s
    easy to screw these sorts of games up.
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    Many fail to truly encourage players to find
    these emergent solutions.
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    Because, despite all of the exciting opportunities
    afforded by a game like Metal Gear Solid V,
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    I ended up finishing a lot of missions by
    abusing the silenced tranquilliser gun.
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    Why risk some ridiculous plan if there’s
    a much more reliable solution to the game’s
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    challenges?
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    Hitman pushes you to be imaginative by making
    Agent 47 weak in a straight up firefight.
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    And Zelda, controversially, makes your weapon
    turn to dust in the hopes of pushing you to
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    try more creative solutions.
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    It’s also important to give the player a
    whole range of ways to interact with the world,
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    that go beyond just killing everything.
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    Killing enemies essentially removes an entity
    from the space, which most often reduces the
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    possibility for systemic fun.
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    You want to give the player tools that let
    them change, or even add entities - not just
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    remove them.
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    That might mean hacking a security system
    to change its allegiance, or creating an inflatable
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    decoy to distract enemies.
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    Other games screw up by constraining the player’s
    options in really linear missions.
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    Grand Theft Auto is a right pain for this.
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    Those games are filled with good systems,
    to ensure that the cities feel alive and realistic.
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    And the police wanted level is an absolute
    stroke of genius.
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    Without it, killing a civilian in GTA would
    have no interesting impact on the world.
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    But because your murder feeds into this wanted
    system, which sends cop cars after you, your
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    action actually has consequences that ripple
    out into the different systems in the game.
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    It’s terrific.
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    But the game’s main missions are often incredibly
    linear with scripted sequences and have all
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    sorts of fail states for not perfectly following
    the commands on screen.
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    Far Cry has this problem too, where the main
    missions are often nowhere near as much fun
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    as the camps - which are just open-ended testbeds
    for the different systems.
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    Making levels for systemic games is more about
    giving the player a goal, and not caring how
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    they achieve it.
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    They require open areas, and lots of entities
    that are aware of each other to create the
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    opportunities for good plans and memorable
    anecdotes.
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    Also, some systemic games fail to create a
    unique experience.
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    Ubisoft, bless their hearts, are trying to
    fill all of their games with the ingredients
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    for emergent thrills but the camps in Assassin’s
    Creed Origins feel remarkably similar to those
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    in Far Cry 4.
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    So it’s important to set the systems up
    so they deliver their own experience.
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    Look at the rather different Far Cry 2, where
    it feels like the systems - such as fire propagation
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    and roving bad guys - are designed primarily
    to whip up moments of peril and danger for
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    the player.
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    Whereas assassination simulator Hitman goes
    completely in the other direction, with the
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    focus being more on having a perfectly choreographed
    system, where the player becomes the spanner
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    in the works.
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    You can even imbue systems with a message,
    like in Mafia 3 where the police react to
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    crime less quickly in a black neighbourhood
    than a white neighbourhood.
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    That’s a game speaking through its systems.
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    Now, this sort of systemic design is really nothing
    new.
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    For decades, simulation games have been using
    this sort of interconnectivity to mimic real
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    world systems.
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    They just happened to be games where you play
    as some sort of omnipotent being, looking
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    down on things.
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    And we’re still seeing this sort of stuff
    today with games like Rimworld, and the absurdly
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    interconnected Dwarf Fortress.
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    In that game, you can have an emergent situation
    where cats wind up dying - because dwarves
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    splash wine onto them while drinking, the
    cats drink the wine while cleaning themselves,
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    and then end up dying of alcohol poisoning.
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    Ridiculous.
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    Watch this episode of Eurogamer’s Here’s
    A Thing for more on that.
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    But then there was the immersive sim - the
    genre of games like Thief and Deus Ex - where
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    the whole point was that they took that simulation
    design and put it into an immersive, first-person
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    game where you control a single character.
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    Hence, the name.
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    And this is a big reason why I was stoked
    for the comeback of the immersive sim - with
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    great games like Prey and Dishonored 2 - but
    pretty bummed out when it seemed like those
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    games weren’t connecting with a lot of people.
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    Sales wise.
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    But now it’s starting to become clear that
    this sort of design is popular, it just doesn’t
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    have to be limited to that very specific legacy
    of games that stretches back to Ultima Underworld
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    and System Shock.
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    Whether it’s big budget experiences.
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    Or janky European games.
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    Or indie titles, made by immersive sim fans.
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    Or - absolutely weirdest of all - the latest
    Legend of Zelda game, we’re seeing systemic
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    design and emergent gameplay rise up and appear
    in all sorts of games.
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    And as someone who loves this sort of stuff
    - for the opportunity to make plans, and then
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    see them go horribly wrong - I’m very excited
    to see where this trend goes next.
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    Thank you for watching!
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    Systemic game design is a super complicated
    topic so I’m only scratching the surface
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    in this video.
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    But check out the description below for links
    to loads of resources from experts in the field.
Title:
The Rise of the Systemic Game | Game Maker's Toolkit
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Duration:
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