Emergent gameplay

What are some games with truly emergent gameplay?
To clarify: Emergent gameplay is basically the interaction of a bunch of simple game mechanics to make mulch-faceted scenarios. This means that choices in the game arise on their own, instead of being scripted. To put it in short terms; every single scenario in the game has multiple non-contrived decisions for the player to make.
The only example of completely non-scripted non-linear emergent gameplay I've been able to find is ss13.
For example:
Here are just some of the many options I have:
Etc. There's a million different ways to do something.
Are there any other games like this?

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Dwarf Fortress comes immediately to mind

Also

You just need to make sure he dies at some point. Reviving doesn't matter, unless it's a "prevent them from escaping alive" objective. Social engineering is a great way to do this.

I've played it but really there isn't there's a really high deviation in the amount of effort you want to put into each choice.
For example, if you want to protect against sieges you could just have a atomsmasher drawbridge with a small trained militia or you could set up an extremely complex lava gauntlet. My point is you could do both, but you're probably gonna end up doing one.

If you want to kill the Chemist, you could just get a pistol and gun him down at the start of the round or you could set up an extremely complex C4 trap. My point is you could do both, you're probably gonna end up doing one.

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Ah telescience… you will be missed.

Yes, but there's more consequences weighted on one decision or another. You have to both kill the chemist, and also escape alive. That entails twenty other factors; For example, you might get caught by the detective, or when they revive the chemist, he might say it was you who killed him. In dwarf fortress, it's do X to not die. It's not do X and also make sure Y and Z are in place to not die.
Plus, SS13 is more real-timey. In dwarf fortress, you can pause the game. This is important for emergent gameplay because there is less time to make decisions - if you have a hiccup in your plan you may only have a few seconds to decide what to do instead of having hours to mull over what is objectively the best course of action. The inability to calculate what is the best effort/outcome ratio makes emergent gameplay all the better. It also makes for better storytelling:
Although DF has great depth, it doesn't have great depth of choice.
To kind of sum what I was saying up; SS13 has emergent gameplay because there's: 1) tons of factors that can make wildly different outcomes 2) Less time to make "objectively right" decisions and therefore more "choice" as there's no obviously right solution.

I fucked your mom's pussy but then finished in her ass. How's that for emergent?

Reminder that you can just wait until the end of the round and 9 times out of 10 the chemist'll be dead anyway.

Radiant Quests.

Todd please

Yes. Have at least one Dwarf alive. That's literally the only lose condition.

It's also "make sure a Dwarf is alive" and also make sure "food" and "shelter" are in place to not die.

Whether a game is realtime or not has no weight on how emergent it is. The point is that you have strategies that occur because of mechanical interactions that arise.

post stories

oh wow yeah me to bro totally with you dude so fucking cool man right?

It's emergent alright.

Legends mode is the best part of dorf forts
I wish more devs had the time and motivation to try procedural story/lore generation

what was that eve online video about a big event?

The original version, and post-patch arcade Street Fighter II:

Combo's were the result of exploiting an animation frame break bug. They patched it, and fixed the bug. Then quarters quit dropping, and they promptly patched it again to un-fix.

Every single fighting game after SF2 had "combos". Many faggoty fightans were spawned that became austitic combo counting sudoku.

Whut.
Download the git, open it in Dream Maker and find everything for every Z-level. Unless you're on a shit closed-source server like Goon, in which case someone already has a coords map on the forums.


Wew.

On goon the telescience is blocked from even stealing from some places on the station, it's mostly just a tool for the PvE adventures

At least there's no need to answer S3 this time.

There's the problem.
Those fags are so defensive of their code, despite it being stolen in the first place. I laughed so hard when they got hacked and the source released.
They deserved that and worse. Can't believe the other servers were being nice to them after how much shit they pull, stealing other server's code.

My friend told me he once talked the captain into becoming a burger as a Traitor cook (he didn't know the traitor part). The condition was that he would die then be cloned to come back and eat said Captain Burger.

That round ended with a Heads of Staff Burger (In which others for some reason wanted to get in on this eating yourself deal). He ended up convincing around 5 people to kill/eat themselves through the power of persuasion alone.

That was the one bug that truly needed the stay.

Well, if it wasn't closed source, there wouldn't be any secrets, which is a pretty big thing they try to include
Though that would be a better argument if they weren't cringelords that also stuff the game with shit memes and farting

The shit memes are why I don't like it.
The secrets are pretty boring, anyways. You just follow someone else to Chemistry or through Gateway and just do as they do.

Hell, if you want to learn the secret chems, and I don't know if they removed this, but the AI used to be able to watch the chem machine.

I knew all of the chems before they changed their recipes like the Jews they are.

Pretty much any simulator has that. RCT, Pharaoh, etc. Or even RTS games. It's just harder to do in RPGs or FPSs, so it's less common.

Yeah, stuff like chemistry sucks, the autistic need to have secret chems really doesn't add a lot to what chemistry should be
Though not all of it's that underwhelming, I could make the argument that their TEG for example is awesome because of the obfusication, and is even better to play with if you actively avoid learning how it works

Though now that I think about it, as far as the normal game stuff goes, the autistic simulated systems that are don't have many secrets but are harder to learn are where they really excel
Like their computers, some of the mechanic and engineering stuff, the pods I think got close but they stopped really adding any content to it, you could spend endless hours screwing around with that stuff

Your idea of emergent gameplay is essentially a sandbox with minimal rules; even though you essentially laid out multiple mechanics to the options of what you could do that was not readily apparent from the initial goals laid out all of them were deliberate and have underlying rules to reach your goal. That is not emergent gameplay, emergent gameplay is simple rules that lead to complex situations that does not mean you can do a million different things what that means is that the game mechanics given to you are simple, easy to understand, and with these simple rules complex situations and solutions arise.

Most examples I could give you are not sandbox in mechanics and are fairly strict with their few mechanical rules and what you could actually do.

SS13 is RP for the most part. Of course it's emergent. MUDs are about as good as it gets in that vein. Try Hellmoo or Discworld if you want to get started with MUDs. They're both light RP.

NPCs feel almost hollow in emergent situations outside of games like DF. They need very simplistic characteristics to fit in a wide variety of situations. You're mostly stuck with multiplayer games for emergent gameplay, where the emergence of situations is the main point. Outside of NPCs, many games have emergent scenarios. For instance, I had a great time with Project Zomboid during one of the GDQs: ghostbin.com/paste/d3fjg (very quickly over several posts so awful english)
While some games are made around the idea of emergent gameplay elements, like survival games such as Minecraft and the aforementioned PZ, they really shouldn't be overloooked in favor of completely open games.

Regardless, I have a strong passion for what I call "storymaker" games, like Arma, MUDs, and Wurm.

What I consider to be good emergent gameplay are scenarios where either neat stories happen out of nowhere or where a small amount of imagination or RP takes things a long way. One of my favorite recent experiences was in one of the ill-fated Holla Forums Wurm servers. A huge troll swarm invaded the town after a server config error respawned huge amounts of creatures, and all the citizens banded together to fight back the monstrous hordes. We fought for an entire day, clearing sector by sector outside and inside the walls. Afterwards, it turned out that we fared the best out of any community on the server, and that the entire map was filled with loads of monsters. Sadly, after loading up a wagon and embarking on a quest to visit all the towns, I took a break for a few days and came back to find the server gone.

I've had so many good adventures throughout the years with friends online. All of them are in situations like that. I very highly recommend joining some kind of community based around these games, where people use mics. A dedicated, tight-knit group of any size. You don't know what you're missing out on.

Zelda breath of the wild

from what I've read, the gameplay has yet to emerge in that trud

I'm not sure what definition of "emergent gameplay" OP is using, but it's not the correct one.

Emergent traits in a system are when stuff happens all by itself, that wasn't directly programmed into the system, and that isn't created by the player. Simply "the player having a lot of options" has nothing to do with emergent gameplay. This is nothing but OP sucking SS13's dick.

An example of actual emergent behavior in a game is the AI in FEAR. The way the AI was programmed was extremely simple, but these simple rules caused the enemy squads to develop emergent behaviors based on their interaction with the level environment. They would do things like taking cover and perform flanking maneuvers even though they were not programmed to do so. The programmers had absolutely no idea what the enemy soldiers would do in a particular level, as their tactics were not scripted; they didn't walk to a certain position and take certain actions, or spawn at a spot and stay there until the player showed up. Instead, they entered a level and then reacted to obstacles in real time. .

Todd. Stop.

pastebin.com/fngyh23a

Any more examples?

Artificial Academy 1&2 and I ain't even joking.

I once made a self insert and a lewd cat girl among everyone else. She was the first one I got laid with since she was pretty casual about the whole thing, and then I started to consider other girls to seduce.
The problem was that I made the fatal mistake of downloading Dante from DMC as a character, who is pretty much awesome and every girl craves his dick.

So here I was, walking the halls stalking Zelda and Samus when I notice that cat girl talking with Dante.
I had no fuckind idea why then, but it pissed me off.
Then I noticed I kept talking with her a lot of time. We still fucked, but it was clear that she didn't loved me. And seeing her being more interested in Dante… Well, let's just say I wasn't prepared to have feels for a videogame character I made in a char gen program.

I actually got to bone Zelda eventually, but the damn cat girl still bugged me since we were drifting apart, so you know what I did?

I teamed up with Virgil (who I also downloaded) and happened to be highest scoring in inteligence. I kept studying with him to increase my own inteligence to the point I could finnaly outwit Dante and win my girl back.

This is fine and proper emergent gameplay, elements in the game that gave me a personal quest and gameplay to actually team up with Virgil and outwit Dante so I could be the lover that my cat girl wanted me to be.

Man that story was great.

The lack of that is what I hate about these games.
The game is full of arbitrary limitations and full of mechanics designed to give everyone more or less exactly the same experience.
Unlike the prequel, you can not find out why you could not solve a puzzle in anyway besides the one convoluted solution that the devs decided. The puzzles usually requires zero deductive reasoning. Imitating something from a Looney Tunes cartoon is a puzzle in the same way hangman is a puzzle. In Maniac Mansion, they let you do the the thing and fail to see why that doesn't work.
It feels like someone wrote a game scenario for a visual novel but realized that he had a 3D engine in his thumb drive. You couldn't close doors unless you are standing on the right side of the door.

Rimworld too.

While not at all the kind of emergent gameplay you are talking about well made ARMA 3 missions can be a self contained emergent experience.
I try to do this with my missions by offering the players several options while others will arise based on their actions due to the nature of the AI systems.

the same thing happened to me in AA2, i made a waifu to my specifications and a self insert, made her the class teacher and tried my FUCKING hardest to get in her pants. she was having none of it, and it wasn't because she refused to have sex with students, as she was fucking one of them and was like obsessed over him. so i beat him up every time i encountered him. eventually some other girl fell in love with me after talking to me a couple times, we fucked and she was DTF literally anywhere on school grounds. some fat fuck tried stealing her so i beat the shit out of him every time i saw him. that game is strangely fun as fuck and infuriating at the same time, pretty good porn game tbh

I don't think there's a single player game with as many options as SS13, just because pre-programmed NPCs will never be able to compare with the spontaneous nature of a live human player.

Hey, someone saved m story! I guess it was Natalya then, not Samus (but she was in the school as well).


The funny thing about that game is how it does a fairly good job at appearing somewhat non linear when actually you'll be doing mostly the same thing in every single playthrough. You look around and it looks like a maze you can get yourself lost in but after a while (and if you're not bad at videogames) you'll notice it's just one big corridor full or tiny nooks and crannys everywhere.

At least System Shock made it's areas like actual decks to explore around instead of simply connecting rooms with corridors in a linear fashion and call it a day.

It's a very divisive game, most grognards will love that shit but regular people will fucking hate it.
Most RPGs require that you optimize your build in order to progress in the game but they still give you some leeway in what you can spec into to mix up things, AoD has almost no leeway, you either specialize on a single thing according to your role or you're gonna suck at it lategame.
There are some exotic weird builds you can make but they require extensive meta knowledge about the game to know when a skill is gonna be required and how much of it is gonna be needed.

It gets to a point that several players save up on the stat points so they can allocate them according to the chalenges they meet up ahead.


Pre-programmed NPCs can still do a lot of neat stuff as long as the game has gameplay they can react to and use. Usually when NPCs suck at the game, either the devs are shit or the game itself ain't very good.

For instance, The Sims has a very nice story about the Chinman that's an amazing drama story with love, betrayal and a raging inferno. Some of it is input from the player but most is what the NPCs do that give it some purpose.

And ideally, that's what you want from a videogame to allow for emergent gameplay, that the game not only recognizes your actions but also reacts to them.

I hated the combat in Fallout and I didn't want to fight a whole floor of Hubologists so I wanted to kill AHS-9 silently. I wanted to kill him with TNT but my Steal skill was pretty low. I realized that I could just stuff all that TNT into that desk.

Robocraft had this when it first came out. Your playstyle was dictated not by your choice of weapons (there was only one type), but by how you built your robot. Small, slow floaters with a high tier, downwards pointing gun were called satellites for example. They raped everything on the ground, but were extremely vulnerable to regular enemy flyers. None of those mechanics were scripted.

Then the devs added a whole lot of bullshit to the game and now it's a boring clusterfuck where you are railroaded into a certain playstyle based on what you use to build your robot instead of how you build it.

F2 also had the Super Stimpack-assassinations you could do. I remember a friend of mine actually figuring that out on his own when the game came out.

Crysis had some pretty cool emergent gameplay too. Using strenght to throw explosive barrels with remote explosives on them to take down choppers probably wasn't intended. The wide variety of assault plans probably was, but is still cool. Just the amount of space the game had meant you could solve most missions in different ways, making you at least fel like you may have done things in a way that wasn't intended, or at least that not many people had figured out.

I locked doors to avoid having to deal with reinforcements and take pot shots at them from the fence. I used the Turn-based mode to sneak pass enemies. I realized that I could keep doors open by locking them while they are open.

I did something similar in FO:NV.


After remembering what so important about that cave, I eventually went back with Boone and ED-E to try that trick again.

Image 1 is what happen to the assassins.
The other images are proof of Deathclaw shack thing.
Is this the shit Rose has to do to make those wasteland omelets?

I think atmospherefags are the one in the opposite side of the spectrum.
Atmospherefags want the game to act like an aggressive DM that prevents the players from doing anything that "breaks" the game. Bethesda titles manage to be the worst of both worlds.

In Fallout 4 I've seen NPCs animals fighting each other randomly. It's pretty funny watching a Supermutant Behemoth kicking the shit out of several deathclaws. They just so happen to run into each other and be hostile to one another, with zero input from the player, and it's not a scripted event; you just kick back on a hill and watch it happen (or lob a mini nuke when you get tired of waiting). It's not just whenever the player is within a certain distance (loading distance?), as you can randomly stumble on dead things that you didn't have a hand in killing and that aren't scripted for any quests.

Apparently this isn't uncommon in newer open-world games. I know in both FO4 and Skyrim, that NPCs that are walking from one side of the map to the other literally do so; and if they're not immortal they might randomly get attacked and killed along the way.

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I should replay elona some time

That was most likely intentional like said. Still, there is something to be said about games that encourages thinking outside of the box. It requires a subtle "Can you do that?" mentality instead of an in-your-face Todd "You can do anything!" Howard mentality. It also helps to have some flavor.
magic.wizards.com/en/articles/archive/making-magic/bursting-flavor-2003-02-24
When playing SMT:SJ, I wondered how demon would react to status effects. I charmed a demon and started a conversation. Unfortunately, it didn't do anything to it.

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