Not entirely awesome, mind you. As I ranted about at length previously in my now-locked personal blog, "procedural generation" has recently gotten roped in with "retro aesthetic," "roguelike," and "RPG elements" in the quadfecta (?) of current gaming buzz-qualities that ensure that it ends up in a lot of games that don't really use it effectively, just because it looks good on a feature list. For instance, taking out procedurally generated worlds in something like Teleglitch might actually add to the tension of the game, because you'd have some idea, at least, of what's coming, precisely what to be afraid of. Not procedurally generating the worlds of Don't Starve might actually lead to the player's accumulation of knowledge about a world's consistent geography and how to use that to his/her advantage when they next respawn, creating a situation not unlike the amazingly effective respawn mechanic at play in Rogue Legacy. But then there are games like Terraria and Minecraft, which arguably wouldn't work at all without the procedurally-generated worlds that their play takes place in.
The game that taught me not only to embrace death, but to look forward to it. |
I got my start writing legitimately (if you want to call it that) about games by writing about how narratives and stories function (and fail to function) in gameworlds. Given that most modern video games are a complex combination of pre-scripted "storytelling" through cutscenes and/or "events" that eliminate 99% of player agency paired with spur-of-the-moment player interactivity, I believe that games create unprecedented possibilities for cooperative storytelling/worldbuilding (they're the same, I'd argue) between the "authors" (developers) and their audience, but that they also contain unprecedented pitfalls. The only reason most people would scoff at the idea of a "Citizen Kane of video games" is because currently the pitfalls are like sinkholes and potential peaks are fragile, windswept pinnacles.
Like this one. |
It's unequivocally true. |
Warren Spector believes that games that enable these types of player-driven experiences are "the only thing that sets us apart in any meaningful way from other mediums." But it's not just a matter of being able to claim a niche: he refers to games that depend on emergent play as "engines of perpetual novelty." Not only do these games offer novel play scenarios in the short term (like Beraldo's example), they also focus more in general on the player's interaction with and experimentation within the gameworld than on herding the player along one developer-curated path, the only possible "right" experience. As Spector says, developers interested in emergent gameplay should "[e]mbrace the idea that your job is to bound the player experience, to put a sort of creative box around it -- but you don't determine the player experience. It's not about 'here's where every player does X.'"
Yeah, no more of this, please. |
Of course, non-emergent types of games just are fine (Spector and I agree on this, and I recently had a hell of a good time playing ), but I've also found that his claim that "once players get a taste of [an emergence-based] game, it's very hard for them to go back" to be very true in my experience. This really started for me with Minecraft way back in 2010. There were a lot of other things that were unique about the game to me at the time, but what really stuck out (and what still does, honestly) was the experience of trying to survive the game's nights early on while slowly learning the rules of the world and building a primitive shelter. This was emergent gameplay at its finest, determined entirely by the rules of the world and my actions within them rather than the limited gameplay dimensions of reaching a particular, required goal or the need to complete a particular level.
I think that this type of emergent gameplay is something that procedural generation can mesh with quite well. Where the effect of procedural generation is perhaps blunted in something like Risk of Rain, where the ways in which you interact with the world around you are necessarily very limited (in this case by a Contra-esque sort of gameplay), in a game like Minecraft (or Deus Ex) there are enough gameplay possibilities that randomized worlds, and randomized content within those worlds actually force a much wider variation in gameplay experiences than "Oh, I'm the purple guy that shoots the big green guy with the grey gun" or "Oh, I'm the red girl that shoots the little black dogs with the yellow bow...so that's different!"
I hope you like finding the teleporter. |
And this is where story comes back in. In games with emergent gameplay, procedurally-generated content does even more to encourage players to make their own compelling experiences with the "creative box" by making sure that every player's experience is unique in its details while taking place in a gameworld that would still be recognizable to other players who are familiar with the particular game.
This is how you end up with pieces like Quintin Smith's "Mine The Gap" or Tom Francis' "The Minecraft Experiment," both "virtual travel narratives" that I examined during my dissertation work.
When a player's experience is unique in the details but relatable more generically, it makes their story simultaneously more personal and more shareable, makes it seem more like a compelling narrative that they are invested in and have helped create instead of just some game that they're playing simply to pass the time. Any Deus Ex player understands Beraldo's example immediately, and likely has a similar example of their own. But, because of emergent gameplay, their own example is also importantly different, importantly personally theirs. Any Minecraft player understands the broad strokes of Smith's narrative immediately, but because of emergent gameplay and procedurally generation, they necessarily have importantly different, importantly personal stories, because it's not only their gameplay experience that's fundamentally different, it's also the world that that gameplay takes place in.
And, well, I think that's neat.
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