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RimWorld: Can you make your game up as you go along?

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  • RimWorld: Can you make your game up as you go along?

    Whether you call it "emergent gameplay," "emergent narrative," or simply "emergence," the idea of undirected and even unforeseen events happening in a video game has always been something of a holy grail for a certain flavour of designer. The idea behind this ideal is that your game, almost always something of a sandbox in its nature, has all the ingredients required to constantly cook up original, spontaneous and unplanned events. It can endlessly recombine its many elements to produce new surprises and new situations.
    The player doesn't know what will happen next, where the next challenge or threat will come from, perhaps finding that an element overlooked or insignificant in one game is absolutely critical during the next. Things should develop organically, but should always make sense. You can't have emergence without coherence.
    But what if it wasn't just the events in your game that were unpredictable, but its development? What if you didn't know exactly how it was going to grow next, where its design might take you? That's how RimWorld designer Tynan Sylvester sees his work, as he develops his ever more complex sci-fi colony simulator. And, he adds, it's a far better practice than others he has seen.
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