Incidental Emergent Gameplay

According to Wikipedia, 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”. Emergent gameplay often can stem from the relatively simple decisions a player makes, the sum of which lead to more complex outcomes. It also can be created by adding multiple players to the same game environment or situation and having their individual actions impact upon the overall evolving situation. Or to put it another way, it is the human factor that comes with undertaking a task. For example, a story driven video game may offer the player a quest to travel to the valley of Constant Drizzle, vanquish the foul Myrmidons and reclaim the Heretical Grimoire of Colin. It is a very specific task with a binary outcome. But in an open world game without a pre-written story, the player has to find the aforementioned valley and their actions while exploring determine the fate of both the grimoire and the Myrmidons.

According to Wikipedia, 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”. Emergent gameplay often can stem from the relatively simple decisions a player makes, the sum of which lead to more complex outcomes. It also can be created by adding multiple players to the same game environment or situation and having their individual actions impact upon the overall evolving situation. Or to put it another way, it is the human factor that comes with undertaking a task. For example, a story driven video game may offer the player a quest to travel to the valley of Constant Drizzle, vanquish the foul Myrmidons and reclaim the Heretical Grimoire of Colin. It is a very specific task with a binary outcome. But in an open world game without a pre-written story, the player has to find the aforementioned valley and their actions while exploring determine the fate of both the grimoire and the Myrmidons.

Emergent gameplay is a weighty subject and a source of heated debate about gamers. Some prefer to be able to traverse a virtual world and “make their own fun” as they go along. Certainly a game such as EVE Online is an exemplar for this. Other gamers prefer to have a clear story, quests hubs and an underlying game system that “guides” them from A to B. Personally I like aspects of both. However, I agree that emergent gameplay that organically arises from undertaking a simple task in video games, is a powerful experience. For some it is comparable or indeed preferable to traditional pre-written stories. If you’re an advocate for  emergent gameplay, then even a journey to the shops in real life has the potential for adventure. If you have children then this is definitely a “thing”. Doing chores with my 6 year old granddaughters can easily turn into a “quest”. Dragons may well lurk behind a garden hedge and there may be orcs hiding in the wheelie bins.

Now the reason I’ve mentioned both emergent gameplay and the more scripted variety, is that I’ve found of late that neither kind is proving especially satisfactory. Sometimes the densely plotted quests of The Lord of the Rings Online are enthralling but on other occasions they’re dull and arbitrary. Especially the fetch quests and kill ten Gibbons variety. I have also found that going exploring in a game such a GreedFall has not been as satisfactory as it usually has. I suspect this may be down to some of the game content being a little mundane and also my general outlook on gaming at present. It is a major leisure activity for me and so one can suffer from gaming fatigue from time to time. However, sometimes it is the little things and the positively mundane that can delight you when gaming as I’ve recently discovered while playing Assassin’s Creed IV: Black Flag. And when they do they certainly reinvigorate your passion for gaming.

Big franchise RPGs such as Assassin’s Creed straddle both types of gameplay. The story is heavily scripted and very much on rails. But then there is a lot of open world busy work to be done, which you can do at your own leisure. It is the latter that has kept me engaged this week, due to what I describe as incidental emergent gameplay. IE my response to minor things going on around me in the game. The game is set in 1715 in the West Indies and has a nautical and pirate themed plot. There are side missions where you can hunt whales and sharks and I have found these particularly engaging. They have fairly simple mechanics and some ambient dialogue but the rest is pretty much up to the player. I’ve found that it is very easy to get lost in this activity. After successfully hunting a white whale, I found myself quoting both Herman Melville and Khan Noonien Singh.

It is this incidental emergent gameplay on top of the main story and overall game design that keeps gamers hooked. I think if done well it can tip the scales so that an average game becomes a superior one. I love walking around Havana in Black Flag and listening to the ambient dialogue and activities of the NPC. Sailing the seas is also a compelling act in itself. Occasionally I encounter a pod of dolphins or see a whale breach the waves and it is really quite compelling. I’ve not encountered an RPG with such an engaging virtual world since The Witcher III. I think I understand now why some gamers feel the need to write about their ingame characters and create a backstory for them or pen their own stories. Emergent gameplay both directly and indirectly fuels the imagination and one’s sense of narrative. I don’t think I’ll be so dismissive of the concept from now on.

Read More

Story Driven Gaming

This is a collaborative post debating merits of emergent storytelling vs. static storytelling between myself and TheBro from MMOBro. After reading this, make sure to check out his side of the debate!

As I peruse my Steam library, it becomes very apparent that the titles I’ve spent the most time playing are those with complex and involving traditional, linear narratives. This is hardly surprising as I’ve always liked stories and have a strong affection for books with in-depth lore and complex faux histories. It is one of the reasons I enjoy Professor Tolkien’s work and therefore gravitate towards games that expand upon these intellectual properties. Games such as LOTRO and even Middle-earth: Shadow of War. Both endeavour to explore the mythology of Third Age from an alternative perspective. Through the Elder Scrolls V: Skyrim, I discovered a wealth of lore and entered a living, breathing world. Then of course there is the MMORPG Star Trek Online, that until recently has been the only source of new Star Trek content. All these diverse titles from multiple genres have one thing in common. A strong narrative that underpins each game.

This is a collaborative post debating merits of emergent storytelling vs. static storytelling between myself and TheBro from MMOBro. After reading this, make sure to check out his side of the debate!

As I peruse my Steam library, it becomes very apparent that the titles I’ve spent the most time playing are those with complex and involving traditional, linear narratives. This is hardly surprising as I’ve always liked stories and have a strong affection for books with in-depth lore and complex faux histories. It is one of the reasons I enjoy Professor Tolkien’s work and therefore gravitate towards games that expand upon these intellectual properties. Games such as LOTRO and even Middle-earth: Shadow of War. Both endeavour to explore the mythology of Third Age from an alternative perspective. Through the Elder Scrolls V: Skyrim, I discovered a wealth of lore and entered a living, breathing world. Then of course there is the MMORPG Star Trek Online, that until recently has been the only source of new Star Trek content. All these diverse titles from multiple genres have one thing in common. A strong narrative that underpins each game.

Often when gaming, once the player looks beyond the scope and setting of the title, they will find a set of repeatable tasks, endeavours and targets to achieve. RPGs and especially the MMORPG genre are built upon such systems. If I am to shoot, explore or resource farm within a game, all of which can be quite arbitrary at times, then I do like to have some motivation or narrative explanation as to why I am doing these things. These game mechanics actually become less arduous if I am provided with an interesting enough narrative and a world with its own internal logic. Star Trek Online for example can justify the most innocuous of tasks with a healthy dose of its unique technobabble. The grinding nature of the rebuilding of Hytbold, a major quest line in LOTRO back in 2012, was eased considerably by the well-crafted storyline that accompanied the undertaking.

However, a strong story can achieve more than simply justifying repeatable daily quests or progression grinds. Take an RPG such as The Witcher 3: Wild Hunt. I cannot remember a game that tackled adult themes and socially complex issues, so well. The central characters were very well defined with flaws and common foibles, making them extremely credible and identifiable. As a result, the player becomes thoroughly invested in the characters and has a clear emotional stake in their fate. For me The Witcher 3: Wild Hunt often felt like taking part in an interactive novel. Now such a concept may not be to all gamers liking, however when you consider the cultural significance of the story it is hardly surprising that they are an intrinsic part of gaming. We as a society reflect upon our history, politics and ethics through fictional narrative. I see games with epic linear narratives to be an extension of this concept. Furthermore, as games are not locked into a single outcome, as with a book, there is scope for interaction and to have multiple outcomes.

However, although I am a big advocate for strong stories and complex plots in gaming, I am not dismissing the alternative out of hand. Emergent storylines and player created content is ideal for certain genres and can add a very human element to gameplay, especially in the MMO genre. But emergent content is a very broad term and therefore one has to be careful to make appropriate comparisons. Early MMOs often took a less structured approach in terms of narrative. Ultima Online being a clear example of this. The narrative experience where shaped by the activities of player guilds and their interactions. High profile betrayals and assassinations would alter power struggles. Economic manipulation would also have an impact upon persistent worlds. We still see all these aspects today in EVE Online with its territorial wars, bank heists and political subterfuge.

However, these events and emergent stories have several disadvantages. They are unique and time specific. For those who were present and participated, they may well be exceptionally gripping and entertaining but if you weren’t their then you missed it all. An embedded narrative has no expiry date. Another consideration is that emergent stories and interaction often stem from the players being active in the community beyond the game itself. Guilds socialise, plot and scheme outside of the game via forums and subreddits. Social groups have hierarchies with people playing specific roles. Yet MMOs are filled with “average players” who are not always involved with the wider aspects of a game. For them, emergent stories and events are something that happen to other people, assuming they get to hear about them at all. These more passive players only experience the outcome, rather than shape it. Perhaps it can therefore be argued that player generated content is really only of benefit to the more involved player. The player with the time and inclination to devote a great many hours to a single game.

Another concern I have regarding players shaping the narrative and direction of events in a game such as EVE Online, is that the driving force may not always be a positive or pleasant one. The socio-political dynamic of games of this ilk too often manifests as betrayal, hostile acquisition or economic chaos. Although these are good themes narratively, I tire of the continual race to the bottom that such behaviour encourages. We have enough of this in real life and I do not always wish to find such thing reflected in games, especially MMOs. It is also worth considering that the open world environment that encourages emergent gameplay is an incentive to some and a source of confusion to others. I have spoken to players in both Guild Wars 2 and The Elder Scrolls Online, who are lost without the structure of clear cut quest hubs and mission objective. Choice is not always a good thing and suits all taste. And let us not forget that player generated content in such games as LOTRO. This is often roleplay driven and centred around telling tales, reading poetry and playing in a band. For those of a creative persuasion this is hog heaven. For others it again proves to be a somewhat passive or even exclusionary experience.

Then there are those players who are never going to be interested in a story based narrative of any kind. They are not motivated by plot or characters and will skip all quest explanations and in-game cutscenes. This is the kind of gamer whose pleasure hinges upon achievement, leader boards and the actual process of playing. Competitive games do not need a narrative, although there is a backstory to titles such as Overwatch. Games of this idiom are driven by league tables and success. The reward is pride and bragging rights. In fact, you could strip back the details regarding some games setting and who the various factions are, choosing to present them as simply the red and blue team in arena number three. Because if the gameplay is fun and challenging, then that will suffice for some gamers.

Like novels and movies, a narrative driven game can provide more than just an enjoyable ride. It can focus and raise awareness of complex moral, social and political issues. MMOs and RPGs can inform and make us think about difficult matters. Of course, that is not to everyone liking and some wish games to be entirely free of such elements. But for me, I find narrative games to be the next step in our ongoing evolving relationship with storytelling. Although I am not averse to MMOs and other genres that focus on player generated narratives, I favour the traditional story based approach. Hardly surprising from someone who enjoys writing. However, there are many views on this matter other than my own perspective and ass ever there is no definitive right or wrong answer. For an alternative take on this subject, The Bro over at MMOBro has written an interesting piece favouring emergent storytelling.

Read More