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How to let systems create emergent play

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Chapter 25 of 26 · Progression, systems and story
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11. Teams, Hiring and Funding
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12. Founder Principles
Pick a mission worth building a company aroundWhy to trust your own judgment over the consensusTurn failure and setbacks into the next stepLearn from rivals and copy what works
13. Choosing Where to Compete
Make low cost your competitive advantageCreate a market instead of fighting for shareWhy scarcity and brand can beat volumeBuild an advantage that feeds itselfAttack a bigger rival where it cannot followWhen to stay focused on the core business
14. Building and Leading the Company
Hire great people and give them roomAlign pay and ownership with the missionKeep your culture and standards as you growBuild candor and fast decision-makingWhy leaders must stay close to the work and customersChoose and prepare a successor
15. Capital and Deals
Fund growth without losing controlAcquire companies and keep what makes them workWhat to do with cash: reinvest, buy back or holdWhy to keep a cash cushion and avoid heavy debtStructure ownership to protect your missionNegotiate deals that keep your leverage
16. Finding Ideas and Thinking
How to find ideas worth writing aboutWhy writing is how you find out what you thinkHow to research so the writing carries feelingHow to read like a writer
17. Structure and Argument
How to open so readers keep goingHow to find the shape before you draftHow to keep readers curious with questions and cluesHow to argue without preachingHow to end so the last page lingers
18. Clear Sentences and Voice
How to write plainly for a reader who knows nothingHow to choose specific details over generic onesHow to sound like yourself on the pageHow to shape rhythm and phrases people remember
19. Characters and Storytelling
How to build characters readers care aboutWhat makes a scene move: want, obstacle and changeHow to write dialogue that sounds real but stays shortHow to make readers feel without telling themHow to turn information into a story
20. Revising, Habits and Readers
How to cut and rewrite your own draftHow to get feedback you can useHow to build a writing routine that lastsHow to get unstuck when a draft stallsHow to use AI without losing your voiceHow to write for one specific reader
21. Why people play games
How to design around the feeling you wantHow to find a game idea with a hookHow to decide who your game is forWhy rewards and motivation need careful designHow to use mystery and curiosity to pull players on
22. Core mechanics and loops
How to build a game around one core verbHow to give each mechanic several jobsHow to add depth with holds, timing and chainsHow to use feedback loops to keep games balancedHow to use randomness without frustrating playersHow to make synergies feel powerful and earned
23. Challenge, difficulty and feel
How to make hard games feel fairHow to tune difficulty with many leversHow to offer assists without breaking your intentHow to make death and retries painlessHow to make movement and controls feel goodHow to add camera and juice that sell impact
24. Teaching players and designing levels
How to teach mechanics without a tutorialHow to introduce mechanics one at a timeHow to guide players without markersHow to build levels around one mechanicHow to design puzzles with a catch and a revelationHow to design dungeons from locks and keys
25. Progression, systems and story
How to gate exploration without trapping playersHow to design unlocks and skill treesHow to let systems create emergent playHow to design enemy AI players can readHow to tell stories through mechanicsHow to make player choices and consequences matter
26. Prototyping, testing and accessibility
How to prototype before you commitHow to scope and cut a game to finish itHow to run playtests that reveal real problemsHow to turn player feedback into the right fixHow to build accessibility in from the start

1 The bottom line

Build your world from a few consistent rules that every object, character and AI shares, and let them collide. Players then invent solutions and stories you never wrote, and the game stays fresh long after the scripted content is spent.

2 Key takeaways

  • Write rules that apply everywhere, not one-off scripts. Players can only experiment with rules they can learn and trust.
  • Let every entity listen for inputs and broadcast outputs. Encounters then arise when entities meet, with no author in the loop.
  • Give players a goal and tools, not a method. Solutions the player invents feel earned, and they differ from run to run.
  • Let characters use the same systems and keep surviving, so stories form. A story needs a partner who is still there next time.
  • Plan for the cost of freedom. Unforeseen interactions and exploits arrive whether you planned for them or not.

It's constructed at runtime, encounter by encounter, using your interactions as narrative brickwork.

Mark Brown, Game Maker's Toolkit

2.1 Decide how much you hand over

Every game sits somewhere between hand-made and sandbox
Choose your spot on purpose, then commit to giving players goals and toys rather than one intended answer.

Choose where your game sits between hand-made content and a sandbox, then commit to giving players goals and toys.

  • Plot your game on a passive to active line. See Mark Brown, Game Maker's Toolkit7:51.
    • In a passive game, the designer hand-crafts content and the player follows.
    • In an active game, the designer builds a sandbox, hands over toys, sets a goal and lets the player get on with it.
    • Call of Duty and The Last of Us sit at the passive end. Minecraft and Factorio sit at the active end. Skyward Sword is passive and Breath of the Wild is active. Neither end is inherently better.
  • Give open-ended problems instead of one intended answer. See Mark Brown, Game Maker's Toolkit7:47.
    • Classic Zelda puzzles have a single solution. Tears of the Kingdom gives tools and lets players find their own.
    • Where Breath of the Wild let you climb a mountain, Ultrahand lets you fly to the summit in seconds with a goblin glider.
    • Dohta says the focus is on letting players do what they think they can do, not how the designers want them to play.
    • Mark Brown, Game Maker's Toolkit11:54: Nintendo added more radical toys after watching how players used the Breath of the Wild sandbox. Ascend began as a debug tool for skipping content.
  • Tell players the goal, not the method. See Mark Brown, Game Maker's Toolkit2:41.
    • Give a clear objective, a large open space, a few routes for different playstyles, and some hints.
    • Mark Brown, Game Maker's Toolkit22:37: Deus Ex can be played as a shooter, a stealth game, an adventure game or an RPG. Warren Spector wanted the game to reflect the player's creativity, not the developers'.
  • Never promise freedom and then remove a play style. See Mark Brown, Game Maker's Toolkit8:39.
    • Give each style a valid, enjoyable route through every level, and test the game in every style to find brick walls.
    • Deus Ex: Human Revolution forced boss fights even on non-lethal builds. The Director's Cut redesigned the bosses.

2.2 Write rules that hold everywhere

In Breath of the Wild, rain touches six systems
Learn one rule once and it applies everywhere, so players can trust it enough to experiment.

Define traits globally so players can learn a rule once and apply it anywhere.

  • Build from global systems instead of one-off scripts. See Mark Brown, Game Maker's Toolkit3:36.
    • Every alarm post works the same, every torch can be extinguished, and every door comes from one generic mould.
    • Players learn the rules and trust them instead of memorising special cases.
    • Mark Brown, Game Maker's Toolkit4:08: the systemic version lets players experiment, while the scripted version tells them where to act.
  • Build the world from interacting properties. See Mark Brown, Game Maker's Toolkit5:26.
    • Breath of the Wild uses wind, fire, electricity and gravity, and players exploit their relationships to solve puzzles, beat enemies and bypass obstacles.
    • Fujibayashi wants players to relish moments where they think they are a genius.
  • Make one system reach into many others. See Mark Brown, Game Maker's Toolkit0:35.
    • Breath of the Wild's rain makes rocks slippery, hushes footsteps, boosts electrical damage, turns fire arrows into normal arrows and puts out campfires.
    • Rain also brings out certain creatures and sends people running for cover.
    • Mark Brown, Game Maker's Toolkit5:43: volcanic zones burn wooden weapons and lakes are ice-cold, so the environment becomes a threat to plan around.
  • Get big effects from simple local rules. See Mark Brown, Game Maker's Toolkit7:07.
    • For fire, lay an invisible grid where each cell has hit points. A flammable cell that reaches zero ignites and damages its neighbours.
    • Give cells a lifetime, vary hit points by environment, and weight damage toward the wind.
    • Mark Brown, Game Maker's Toolkit12:52: Red Faction: Guerilla gives bricks a weight and a strength and asks whether each layer can hold the layers above it. Teardown and Bad Company 2 use rules that feel arbitrary by comparison.
    • Mark Brown, Game Maker's Toolkit13:42: falling debris can crush other buildings, though the stress calculation makes collapses slow.

2.3 Let characters and AI use the rules too

Matching inputs and outputs create encounters without any script
Because objects advertise what they offer, designers can add hundreds of them without touching the AI code.

When enemies and objects take part in the same systems, players can plan around them, and the world acts without them.

  • Give every entity inputs to listen for and outputs to broadcast. See Mark Brown, Game Maker's Toolkit0:45.
    • When an input and an output match and the entities can see or touch, a rule fires.
    • Far Cry's tiger listens for the player, bait, fire and enemies, so meeting a guard triggers a mauling with no script.
    • Mark Brown, Game Maker's Toolkit2:37: in The Sims, a bed says it gives +10 energy and a toilet offers +20 bladder. The Sim ranks every advertised option by its current needs.
  • Let enemies be aware of more than the player. See Mark Brown, Game Maker's Toolkit3:19.
    • When entities know about each other, players can plan indirectly instead of just shooting.
    • Far Cry lets you release a caged animal onto nearby guards.
    • Mark Brown, Game Maker's Toolkit2:43: in Watch Dogs 2, he led the cops into gang territory, hid on a rooftop while the factions fought, then slipped away and lost his wanted level.
  • Let AI use the game's systems so it looks smart and can be exploited. See Mark Brown, Game Maker's Toolkit7:47.
    • Breath of the Wild enemies pick up dropped weapons, light their clubs, kick away bombs and throw other monsters.
    • A Bioshock enemy runs to a health dispenser, and the player can trap that dispenser. Players can also make an enemy fight for them in Prey, or trick one into attacking a Cucco in Zelda.
  • Give AI goals beyond attacking the player. See Mark Brown, Game Maker's Toolkit10:33.
    • In Rain World, animals hunt for food and fight rivals over territory.
    • In STALKER: Shadow of Chernobyl, you can stumble on a battle that arose from two factions bumping into each other.
    • In Waking Mars, AI critters live and breed in ecosystems you build, even while you are elsewhere.
  • Score options by current need, then choose loosely. See Mark Brown, Game Maker's Toolkit3:18.
    • Multiply an object's promised score by a factor based on the motive. A rested Sim damps the bed's score and an exhausted Sim boosts it sharply.
    • Give each need its own curve so urgent needs win, as in Mark Brown, Game Maker's Toolkit4:35.
    • Pick at random among the top scorers so the Sim stays imperfect, as in Mark Brown, Game Maker's Toolkit6:34.
    • That imperfection means Sims cannot meet every need perfectly, which gives the player something to do.

2.4 Hand players tools that combine and reshape

Interlocking tools invite experiments, especially tools that change the space or the AI's behavior.

  • Let abilities combine so players invent uses you did not script. See Mark Brown, Game Maker's Toolkit3:34.
    • In Prey, the Lift Neuromod sends heavy objects into the air, and Gloo pins them to walls as floating platforms.
    • Dropping them on enemies works in theory, but he spent about 30 minutes and managed only a rough result. Not every experiment needs to pay off.
    • Mark Brown, Game Maker's Toolkit5:42: tools that add objects need firm limits. Minecraft uses a voxel grid, Dreams has a creation budget, and Shadow Complex's foam gun works in two dimensions.
  • Give tools that reshape the space to suit the player's plan. See Mark Brown, Game Maker's Toolkit6:38.
    • Thief's water arrows put out candles to make darkness, and moss arrows make silent tiles.
    • Splinter Cell offers a rarer version by letting you shoot out the lights.
    • Mark Brown, Game Maker's Toolkit1:26: in Space Invaders, clearing the outer aliens means the formation travels further before it drops, so removing threats manipulates the play space.
  • Use distractions and gadgets to pull the AI where you want it. See Mark Brown, Game Maker's Toolkit2:42.
    • Sight lures include a Playboy magazine, a decoy and a dropped weapon. Sound lures include the sonic Batarang, the sticky camera speaker and rocks.
    • Hitman even lets the world do it, such as an overflowing sink.
    • Mark Brown, Game Maker's Toolkit3:05: Mark of the Ninja's Terror Dart makes an enemy panicked and paranoid, so they may kill their own teammates.
  • Let optional tools make challenges easier. See Mark Brown, Game Maker's Toolkit5:23.
    • In A Link Between Worlds, some enemies and puzzles are easier if you have rented other items.
    • It is not Breath of the Wild levels of improvisation, but it gives players room to experiment.

2.5 Let stories grow from the interactions

Give characters memory, rank and relationships, and the story assembles itself from what the player does.

  • Build the story at runtime from encounters, not a script. See Mark Brown, Game Maker's Toolkit11:41.
    • Most games, even with branches and endings, are plotted in advance like a choose-your-own-adventure book.
    • Give every fight an ending other than the enemy's death. In Shadow of Mordor, the player can flee, orcs can retreat, and a downed orc may escape, as in Mark Brown, Game Maker's Toolkit4:36.
    • Maku the archer keeps downing Mark with poisonous arrows but stops short of killing him, taunting him to show some pride of Gondor.
    • Mark's run produced a story nobody wrote: sword-breaker, Stitch, ally, bodyguard, then new Overlord.
  • Use a hierarchy and a web of relationships as the frame. See Mark Brown, Game Maker's Toolkit8:37.
    • Shadow of War uses overlord, warchiefs, captains and soldiers. Killing Talion promotes an orc and shaming a warchief demotes them.
    • Orc missions resolve on their own, so the world keeps moving without the player.
    • Mark Brown, Game Maker's Toolkit11:13: orcs can be bodyguards or blood brothers, and a recruited Ar-Karo later saves Mark from death. Recruits do leave the map, so that bond is thinner than the rival one.
    • Mark Brown, Game Maker's Toolkit11:21: a relationship matrix would let kindness to someone's best friend raise your odds with them. Griftlands has a bit of this, where allies you paid off buff your stats in negotiations.
  • Show a hidden stress system as a number, but keep its consequences unpredictable. See Mark Brown, Game Maker's Toolkit3:15.
    • In Darkest Dungeon, damage, darkness, a dying teammate and monsters all raise stress. At 100, the hero gets an affliction such as stealing treasure or skipping turns.
    • Let breakdowns sometimes become virtues. Pressure can occasionally make a hero overpowered, as in Mark Brown, Game Maker's Toolkit4:02.
    • Because the team acts like humans rather than chess pawns, the game produces emergent stories without scripting them.
  • Let earlier characters and invaders change your world. See Mark Brown, Game Maker's Toolkit17:20.
    • In Prey: Mooncrash, you repair the portal as the engineer and hack it as the custodian, then escape as the volunteer.
    • It also works against you. A used escape pod is gone, and items scavenged by one hero are gone for the next.
    • Mark Brown, Game Maker's Toolkit6:26: Deathloop's Juliana invades and places mines that were not there in the last five playthroughs.

2.6 Decide, cap and keep the machine running

Systems collide in ways you did not plan, so choose outcomes, keep the good accidents and stop the ones that break the game.

  • Decide the outcome of every unforeseen interaction. See Mark Brown, Game Maker's Toolkit7:03.
    • Combining mechanics creates cases nobody planned. Either the design resolves them or you get a glitch.
    • Mind Over Magnet had a one-way platform that blocks the magnet but not the player. He chose to rip the magnet from the player's hands.
  • Keep accidents that add depth, and fix ones that only exploit glitches. See Mark Brown, Game Maker's Toolkit4:07.
    • Psyonix added a speed boost by applying a force to the back of the car. Testers used it in mid-air, and it became Rocket League's aerial movement.
    • Keep unintended solutions only if they are clever, skilled and obviously off-script, as in Mark Brown, Game Maker's Toolkit12:17.
    • Players threw the magnet to block a laser and slipped past, which he keeps. Fudging into a collision edge to grab a magnet has to go.
    • Mark Brown, Game Maker's Toolkit18:28: Team Cherry designed in sequence breaks such as nail bounces replacing the Monarch Wings. A stuck spot in Kingdom's Edge still had to be patched.
  • Cap the exploits that break the game and design for recovery. See Mark Brown, Game Maker's Toolkit8:25.
    • Fujibayashi's team spent a long time finding limits that allow real creativity while keeping the game working as a game.
    • Build levels that find their way back to a working state, as in Bjarne Kristiansen and Håkan Almer, IO Interactive7:26.
    • Berlin's targets do not call for backup or go into lockdown, so one alert cannot collapse the level.
  • Let failures be funny. See Mark Brown, Game Maker's Toolkit6:21.
    • Ultrahand machines can run away and wooden tanks can burn. Nintendo accepts this as long as players find the failures funny.

2.7 Where designers disagree

Freedom has costs, and the right amount of predictability, scripting and polish depends on the game.


Sources

Part of Progression, systems and story in the growth library.