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Emergent Gameplay

Also called Emergence over progression

Simple rules interacting produce play the designer never authored, and often the play people remember.

A designed sequence gives every player the same experience, and a system of interacting rules gives each player a different one. Emergence is cheaper to produce and impossible to guarantee, which is the trade: the memorable episode is generated rather than written, and so is the broken one.

In practice

  • A physics system meant for puzzles is used to skip the puzzles, and the story is better than the intended route.
  • A workplace policy with three simple rules produces behaviour nobody drafted, in both directions.
Further reading
Wikipedia
Subject
Play & Game Design
Essay
Small worlds with visible rules

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