Joris_Dormans_presentation/workshop

games of emergions appliable to computer game design.

games with a lot of content. the game is structured like a story. typical example is the classic adventure game little replay value (game of progression).

vs.

Game with few rules but a lot of gameplay and high replay value classic boardplay.(game of emergence).

FUTURE OF GAMEPALY IS EMERGING

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workshop:

1/4

group of 4 design a movement mechanic for a racing board game that at least involves on resource. (energy fuel money equipment)

apply one ot the following constraints:
- the mechanic involves no dice.
- the player rolls 5 dice at ones.
- the player controls multiple playing pieces.
- all players are in one vehicl and need to cooperate against the enviroment.

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most, if not all, games have an internal economy and this economy plays a vital role in it's emergent behavior. (game economy)

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Feedback

emergent gameplay can be attributed to feedback mechanisms in the game rules.

positive feedback basketball
the winner get better (more players for more points)

negative feedback
mariokart last becomes faster and usefull packages

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multiple feedback

feedbackloop cause and effect for his neighbour
cause and effect in a group


vb risk

3 feedbackloops (positief)

01 much army more land
02 acchieft attack more cards more army
03 more land more army
differece in the speeds of feedback and simplicity in acchiefing


feedback signatures

positif
negatif
constructif
destructif
strong
week
short
long
quick
slow
durable
temp.
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