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.
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.