 |
|  |
 |
|
pg
|
|
emergent gameplay(egp from now on) is gameplay which is not intended by the developers but nevertheless is working as designed. egp occurs when players innovate or discover new techniques. highly competitive multiplayer games are frequently subject to egp due to the pressure of competition. many feel egp are exploits that change the nature of the game from the way the designers intended - thus reducing it's purity and balance.
i do not agree with this and generally i feel emergent gameplay is some of the best gameplay in any game. things i discover or deduce for myself bring immense satisfaction. applying egp myself(even if found on the web) usually requires much more skill or thought than designer intended gameplay. below are some basic examples of egp.
rocket jumping in quake(using the blast radius for momentum) is classic egp. similarly many other fps shooters have grenade, bfg, plasma, exploding barrels, etc which can be exploited in the same fashion. anything that has a blast radii will be used now. it has reached the point where all these types of gameplay are common in multiplayer/single player fps if still difficult to use effectively due to the skill required and the fluid nature of fps games.
another example of egp i came across the other day took place in warcraft 3: the frozen throne. wc3:tft is a rts where each hero unit starts out with a teleportation scroll so he can go back to defend his base if it is rushed while he is out creeping(aka killing ai monsters for experience). however, one race in wc3:tft has the ability to move it's primary home base unit(the night elf tree) so it is possible to use it as an anchor to teleport anywhere while this is not possible as the other races unless you build bases everywhere. what makes the the night elf tree even more special is that it not only moves but it can also eat tress to regain health thereby in the process clearing forests which it can then walk through. you could see how this could be used to sneak up behind an enemy base, surrounded by forest, then use the night elf tree to teleport to thereby bypassing the enemies base defense and catching them totally by surprise as you strike deep into their soft underbelly. this is just what happens in the wc3:tft replay i have linked below. since i'm pretty clueless on wc3 i don't know if this is a commonly used egp stratagem(is it drspike?) but certainly fits the definition of egp to a tee. plus this replay is also funny for all the **** talking(bnet is a raving hive of adolescent hate).
http://wc3.warcraftstrategy.com/Rep...eplays/8716.w3g
do you have any examples of egp to share? what do you think of egp? discuss!
Last edited by pg on 04-06-2004 at 02:19
|
|
|  |
 |
|
Maquiladora
|
|
Farm under cities in Civ, or CtP2 (or mines under cities in CtP1), where its even more effective. The funny thing about this "trick" is that one of the screenshots on the back of the CtP2 box show a city with a farm under it, is it intended?
In Counter-Strike there used to be bunny-hopping, where you could move a lot faster by doing fast diagonal jumps linked together, probably dates back to Quake. This allowed that player to get to a chokepoint or other strong area of the map before anyone else. They eventually removed it from CS by slowing down the player everytime they landed from a jump.
|
|
|  |
 |
|
DrSpike
|
 |
Enthusiastic member of Apolyton
Sep 2001 time: 05:36
|
|
quote: Originally posted by pg
another example of egp i came across the other day took place in warcraft 3: the frozen throne. wc3:tft is a rts where each hero unit starts out with a teleportation scroll so he can go back to defend his base if it is rushed while he is out creeping(aka killing ai monsters for experience). however, one race in wc3:tft has the ability to move it's primary home base unit(the night elf tree) so it is possible to use it as an anchor to teleport anywhere while this is not possible as the other races unless you build bases everywhere. what makes the the night elf tree even more special is that it not only moves but it can also eat tress to regain health thereby in the process clearing forests which it can then walk through. you could see how this could be used to sneak up behind an enemy base, surrounded by forest, then use the night elf tree to teleport to thereby bypassing the enemies base defense and catching them totally by surprise as you strike deep into their soft underbelly. this is just what happens in the wc3:tft replay i have linked below. since i'm pretty clueless on wc3 i don't know if this is a commonly used egp stratagem(is it drspike?) |
This is not used amongst good players very often for many reasons. Getting into the back of someones base is not a huge advantage mostly, and using your tree is this way means the elf cannot get gold. Plus the initial tree is upgraded, and if you lose it you must tech again from scratch.
However a game like WC3 has many many more examples of EGP than FPS ever will have. There have been tonnes and tonnes. It is more important in RTS to have constant patching, because EGP can become abusive to the point where it breaks the game.
Clear examples are offensive Ancients in RoC, offensive towers, certain unit configurations like mass casters in RoC. Intriguingly all of RoC was EGP in a way, since the way the game was played for 1 year (in terms of units built) was not intended at all, yet it was fun and reasonably balanced so it was left that way until TFT.
TFT has been better (more varied), but still there have been examples of EGP, such as buying some really powerful items from the shop at the start. In the latest patch they are more expensive.
Overall constant patching is more necessary in RTS, but EGP is sometimes just left because it provides some depth (and necessary skill) that the designers didn't mean without breaking the game.
|
|
|  |
 |
|
pg
|
|
quote: Originally posted by DrSpike
This is not used amongst good players very often for many reasons. Getting into the back of someones base is not a huge advantage mostly, and using your tree is this way means the elf cannot get gold. Plus the initial tree is upgraded, and if you lose it you must tech again from scratch. |
they didn't use their primary tree, you'd have seen if you watched the replay. plus the game was on plains of snow 4v4 so they tped 4 armies directly into the base whereas they'd have to walk across the huge plains of snow map. tping 4 armies directly into a base basically means it's a dead base. also if you look at the plains of snow map the bases are very vulernable to this type of attack due to the geography(because of it's size and the forest around the bases). you should watch the replay! aren't tps also easier to get in tft since you can buy them at your base now?
quote: However a game like WC3 has many many more examples of EGP than FPS ever will have. There have been tonnes and tonnes. It is more important in RTS to have constant patching, because EGP can become abusive to the point where it breaks the game. |
yes, i agree rts are much more complex than fps games. i'm not so certain if it really has more egp in use though. it seems more like rts games has imbalances(aka cheese) which can be taken advantage of by using it to the detriment of how the game was intended to be played. however, the unit being cheesed with is usually being used as intended if in greater numbers than normal. since rts units strengths, etc generally are the cause of this and their stats are listed in game i'm not sure if it's as egpish as say rocket jumping or offensive towers(which are both used in non-intended creative ways). massings units of a certain type to beat your enemy i feel is due to poor design not players discovering egp necessarily.
quote: TFT has been better (more varied), but still there have been examples of EGP, such as buying some really powerful items from the shop at the start. In the latest patch they are more expensive. |
is that really egp? again it seems more like an imbalance. in a way it's egp because it's probably not something the designers intended to happen but it's an obvious thing to do. maybe it's egp lite because it's being taken advantage of by using it earlier than normal but still used as intended. stronger exampes of egp are usually creative and unexpected.
quote: Overall constant patching is more necessary in RTS, but EGP is sometimes just left because it provides some depth (and necessary skill) that the designers didn't mean without breaking the game. |
rts are in a catch 22 because of the constant change and de-chessing going on. i'm not saying it shouldn't happen since it does bring vibrance to rts gameplay but if you look at quake 1(the qw version) for instance egp is still being discovered. a changing environment will almost always bring more egp but static environments have egp also.
the static environment still has the same pressure of competition which seems to lead to more varied egp in some cases. whereas in a changing environment egp will be by the weakest path of resistance in many cases. static environments build egp up over time and keep doing so. a changing environment will lose and gain egp with each patch leading to a more flavor of the month type gameplay where you race to find the new dominating strategy or tactic. neither is perfect but constant change probably leads to more dynamics overall with the effect of less predictable gameplay. the ability to innovate, and adjust on the fly would be a more valuable player skill in a rts.
i have a feeling i might be wrong here but egp gameplay in rts seems to go underground as it gets weak then reemerge as patching brings it to prominence again. in a static fps which is much less complexity and more balanced(even in regards to egp) you can have more strong egp gameplay which is in constant use. or am i totally clueless in rts? 
Last edited by pg on 04-06-2004 at 22:52
|
|
|  |
 |
|
DrSpike
|
 |
Enthusiastic member of Apolyton
Sep 2001 time: 05:36
|
|
Not clueless I'd say, since I agree imbalance isn't always going to be an example of EGP. My shop example wasn't a good one.
The others are good examples though. Essentially the game (RoC) was made with the intention that you built tier 1 whilst teching (as usually happens in TFT), but in reality (in response to the addition of creeping to the game) the base defences were too strong, and the higher tech units too good, so that orcs and elf in particular would just skip tier 1 and dual hero creep until casters started to come out. These were intended as backup units, but that's not how it turned out, so I'd class is as a form of EGP, and a particular powerful form, since in the end Blizzard decided to balance the game *around* the EGP rather than make it work as they intended.
Also the offensive ancients/towering is another good example. Units meant for defence being used for attack. Offensive towering is still in the game, so it's not just an imbalance. It is, however, an element in the game that wasn't intended initially.
|
|
|  |
 |
|
pg
|
|
wtf, one of my posts contained a copy of part of itself twice even though i only had it in there once. i think i fixed it now.
|
|
|  |
 |
|
pg
|
|
yeah and civ 3 was practically designed around it. even the ai does it which forces you to do so too. one example of egp you'd want to eliminate.
|
|
|  |
 |
|
SnowFire
|
 |
New York City, NY
Jan 1970 time: 00:36
|
|
Yeah, Diablo II had a lot of "features" that got changed by later patches. I know that by equipping a certain bow- it's been a long time so I forget the name- you could have infinitely piercing Sorceress spells. The bow granted auto-pierce (as in, it'd fly through targets and keep going, hitting many people), and for whatever reason this worked on your Glacial Spikes as well, so you'd cause multiple explosions of coldness in a pack of enemies. They changed that later. Also, Amazons with Spears used to use Jab as their main melee attack, partially because it ignored freezing or any other attack speed modifier. Another thing changed later.
Unfortunately, the line between emergent play & intended strategy can be a bit fuzzy. Blizzard games seem popular references, since weird strategies are most often used against fellow human players, or in highly cooperative games. In a solo-strat game, like Final Fantasy Tactics, it seems more like "AI exploits" than emegent gameplay. I'll add that card-collecting games (like Etherlords or Magic: The Gathering) have tons of emergent gameplay- all sorts of combos that can come squirreling out of the woodwork that were unforseen by the creators.
Nice avatar, btw, Qilue. First time I've seen someone else also take from Suikoden III on these boards...
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:36. Apolyton Time is 00:36. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|