Harvey Smith and Randy Smith's talk on
emergent gameplay design is here.
Not exact matches
Ludomotion aims to advance the way we
design games and optimize the game development process, especially when the games have
emergent gameplay and procedurally generated content.
Until we can create a game based entire on the concept of
emergent gameplay with systems that can learn and think we'll always be playing within the confines of
design.
I've often been struck when I hear designers and critics talk about authored narrative, non-linear
design, and
emergent gameplay that we're essentially having the same conversations filmmakers and theorists like Eisenstein, Vertov, Bazin, and Burch explored throughout the early to mid-20th century.