The bottom line
Systemic games let every system and entity sense and affect the others through shared rules, which gives players room for clever plans and unique stories. That is why the design is now spreading into all kinds of games.
Key takeaways
- Entities in a systemic game sense each other, and a rule fires when their inputs and outputs match. 1:41
- In Far Cry, a tiger mauls a guard because the wildlife and enemy systems meet. No developer scripted that encounter.
- Other rules work the same way: a flame ignites a wooden arrow, and rain puts out a campfire.
- Because everything is connected, players can beat problems by indirect plans. 2:49
- In a traditional game the only way to deal with an enemy is to shoot it. A systemic game lets you free a caged animal to attack nearby guards.
- In Watch Dogs 2, leading the cops into gang territory let one player lose a wanted level while the factions fought.
- Chain reactions between systems create surprising stories that are unique to each player. 3:51
- One example is a three-way fight between the royal army, the golden path and an angry elephant, which no one scripted.
- A personal story of a plan that goes wrong tends to be more memorable than an epic moment every player sees.
- Designers must build wide awareness, universal rules and systems that shift on their own. 5:09
- If some wooden objects burn, all of them must. A broken rule makes the world less believable and players less willing to experiment.
- Dishonored's directors have entities output general stimuli, like fire or explosive damage. That lets players find links the designers never planned, such as Deus Ex enemies that explode on death to blast through doors.
- Systemic games fall flat when they reward the safe, linear or generic route. 7:42
- In Metal Gear Solid V, the silenced tranquilliser gun was so reliable that it replaced more creative plans.
- GTA and Far Cry have rich systems but linear main missions. Assassin's Creed Origins camps feel much like those in Far Cry 4.
Instead of finding the single, authored solution to a puzzle, you can use the inherent behaviours of the game's systems to find your own way to overcome the problem at hand.
Game Maker's Toolkit
Chapter summaries
0:00 What is a Systemic Game?
A systemic game links its systems so that one can change how another behaves.
- Weather that reaches into everything else shows what a systemic game is. 0:44
- Rain in Breath of the Wild changes climbing, stealth and damage.
- Laidacker: the systems are designed so one can influence the other.
- Rain also hushes Link's footsteps and turns fire arrows into regular arrows.
- The electric darner only appears in rain, and puddles evaporate when the sun returns.
- The style is spreading, from Metal Gear Solid V and Kingdom Come: Deliverance to Mark of the Ninja.
1:41 How Systemic Games Work
Entities connect when what one broadcasts matches what another listens for.
- A connection forms when an output meets an input within reach. 1:45
- Inputs are what an entity listens for.
- Outputs broadcast its presence into the world.
- The Far Cry tiger listens for the player, bait, fire and enemies.
- The entities must also be able to see or touch each other.
- An exploding orange tree frog destroys a nearby floor tile by the same logic.
2:31 Making Interesting Plans
| Traditional game | Systemic game | |
|---|---|---|
| Entities aware of | Mostly the player | Each other, world, systems |
| Dealing with enemies | Shoot them | Free a caged animal on guards |
| Losing the cops | Fight them off | Lead them into gang territory |
| How it feels | Direct, routine | Clever, you feel smart |
When many things are aware of each other, players stop shooting and start scheming.
- Connected entities replace the direct route with clever, indirect ones. 2:55
- In many traditional games, entities are aware of little besides the player.
- Exploiting the links between entities makes you feel smart.
- In Watch Dogs 2, the player hid on a rooftop while the factions fought.
- The player used the distraction to slip away.
3:51 Creating Drama and Surprise
Systems that collide create stories that no designer wrote.
- Plans that a chain reaction ruins make the best anecdotes. 4:14
- You make a plan, a surprise scuppers it, and you must adapt.
- These stories are unique to you, so they feel special.
- Entities that are aware of each other, have rules, and meet in one place produce the clash.
- Nobody tweets about the epic moment every player sees.
4:44 Awareness Between Many Systems
Emergence needs many things to be aware of each other, and designers must build that in.
- The more entities and systems that notice each other, the more can emerge. 5:09
- Emergent gameplay is what the designers never intended but the systems produce.
- Awareness can reach beyond characters to the environment and the day and night cycle.
- Enemies can damage the environment.
- Zelda goes furthest with a chemistry engine of wind, fire and ice.
5:32 Consistent Rules
Players only plan well when rules behave predictably and everywhere.
- Predictable rules let players trust their plans. 5:36
- You need a strong idea of how the system reacts when you push on it.
- Abstract stimuli make it easier to add and modify entities.
- Metal objects laid on the floor conduct electricity to solve Zelda shrines.
- Such solutions might feel a bit like cheating, but that is what makes systemic games fun.
7:03 Unstable Systems
A system that shifts on its own produces surprises without the player pushing it.
- Systems should never rest in perfect equilibrium. 7:10
- Rolling weather in Breath of the Wild can create unpredictable thunderstorms.
- AI with their own goals and needs move about and, hopefully, into conflict.
- The aim is a world that moves all by itself, not one that waits for the player.
- Automated systems act on the world. Needy AI acts on other entities.
7:34 Encouraging Emergent Play
Connected systems are not enough, because players must have a reason to try creative plans.
- The safe, reliable route must be made less attractive. 7:47
- Hitman makes Agent 47 weak in a straight firefight.
- Zelda makes weapons turn to dust.
- The Zelda weapon choice is controversial.
- The question is why anyone would risk a ridiculous plan when a reliable one exists.
8:18 Giving Players Options
Tools that change or add entities keep a systemic world alive.
- Players need ways to interact that go beyond killing. 8:18
- Killing removes an entity, which usually reduces the chance for systemic fun.
- Good tools change or add entities instead.
- Hacking a security system can change its allegiance.
- An inflatable decoy can distract enemies.
8:44 Non-linear Missions
Linear missions waste the good systems underneath them.
- Levels should set a goal and not care how it is reached. 9:35
- GTA main missions use scripted sequences and fail states for not following the on-screen commands.
- Systemic levels need open areas and many entities that are aware of each other.
- GTA's wanted level makes a civilian murder ripple out into other systems. Without it, the killing would have no interesting impact.
- Far Cry's camps are open-ended testbeds and are more fun than its main missions.
9:49 Creating a Unique Experience
Systems should be tuned to deliver an experience of their own.
- The same ingredients can be set up to feel different. 10:06
- In Far Cry 2, fire propagation and roving bad guys are designed to whip up peril.
- Systems can also carry a message.
- Hitman is a perfectly choreographed system, and the player is the spanner in the works.
- In Mafia 3, police react to crime less quickly in a black neighbourhood than in a white one. That's a game speaking through its systems.
10:44 History of Systemic Design
Systemic design is old, and it is now spreading well beyond the immersive sim.
- Simulation games have used interconnected systems for decades. 10:49
- Rimworld and Dwarf Fortress still do it today.
- Immersive sims like Thief and Deus Ex put that design into a first-person game with a single character.
- In Dwarf Fortress, dwarves splash wine on cats, the cats drink it while cleaning themselves, and they die of alcohol poisoning.
- Prey and Dishonored 2 seemed not to connect with many people in sales.
- The design is popular and no longer tied to one genre. 11:55
- It appears in big budget games, janky European games and indie titles.
- The latest Legend of Zelda is the weirdest example.
- The legacy it breaks from stretches back to Ultima Underworld and System Shock.
- Its appeal is making plans and watching them go horribly wrong.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Systemic games link many game systems so that entities are aware of each other and follow consistent rules, which lets players make clever plans and produces surprising stories nobody scripted. The Breath of the Wild rain example, the Far Cry tiger mauling a guard, and the Dwarf Fortress cats dying of alcohol poisoning make the idea concrete.
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