{"id":935,"date":"2009-04-16T21:08:28","date_gmt":"2009-04-17T02:08:28","guid":{"rendered":"http:\/\/blog.kenperlin.com\/?p=935"},"modified":"2009-04-16T21:09:44","modified_gmt":"2009-04-17T02:09:44","slug":"emergence","status":"publish","type":"post","link":"http:\/\/blog.kenperlin.com\/?p=935","title":{"rendered":"Emergence"},"content":{"rendered":"<p>I listened today to a talk by Warren Spector, the great computer game designer responsible for &#8220;Deus Ex&#8221;, &#8220;Thief&#8221;, and various other wonderful computer games.<\/p>\n<p>After the talk, there was a conversation which spiraled around to many topics, but came down to one point: Warren&#8217;s ideal is to create games that have a kind of emergence.  What he means by &#8220;emergence&#8221; is a game or interactive experience that is rich enough so that a player will be able to do unexpected things &#8211; that is, come up with solutions to game-play challenges &#8211; which were not explicitly designed into the game.<\/p>\n<p>Warren bemoaned the fact that so far his favorite moments in computer games have been the ones that were tightly scripted &#8211; essentially cinematically crafted &#8211; such as the moment the giant tentacle reaches in and grabs the scientist in &#8220;Half Life I&#8221;, or when the dog bursts through the window in &#8220;Resident Evil&#8221;.<\/p>\n<p>Yes, it is certainly possible to create emergent games, games that allow the player to explore in a way that was not explicitly designed by the game designer.  But can we make those games as emotionally powerful as games that follow a more linear, pre-scripted design?<\/p>\n<p>And then somehow the conversation got on the subject of crossword puzzles &#8211; which were held up as an exemplar of a non-emergent (ie: pre-scripted) interactive experience.<\/p>\n<p>Which left me wondering the following slightly wacky thought: Could we create an emergent crossword puzzle? And if so, what would that be like?  I&#8217;ve already started trying out some ideas&#8230;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I listened today to a talk by Warren Spector, the great computer game designer responsible for &#8220;Deus Ex&#8221;, &#8220;Thief&#8221;, and various other wonderful computer games. After the talk, there was a conversation which spiraled around to many topics, but came down to one point: Warren&#8217;s ideal is to create games that have a kind of &hellip; <a href=\"http:\/\/blog.kenperlin.com\/?p=935\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Emergence&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[1],"tags":[],"_links":{"self":[{"href":"http:\/\/blog.kenperlin.com\/index.php?rest_route=\/wp\/v2\/posts\/935"}],"collection":[{"href":"http:\/\/blog.kenperlin.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/blog.kenperlin.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/blog.kenperlin.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/blog.kenperlin.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=935"}],"version-history":[{"count":2,"href":"http:\/\/blog.kenperlin.com\/index.php?rest_route=\/wp\/v2\/posts\/935\/revisions"}],"predecessor-version":[{"id":937,"href":"http:\/\/blog.kenperlin.com\/index.php?rest_route=\/wp\/v2\/posts\/935\/revisions\/937"}],"wp:attachment":[{"href":"http:\/\/blog.kenperlin.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=935"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/blog.kenperlin.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=935"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/blog.kenperlin.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=935"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}