Bottom line: I've had some of my most exciting Xbox moments with The Long Dark and
its emergent gameplay systems, and I can't recommend it enough.
Not exact matches
The tantalising prospect about procedural generation is that it can open the door for a wealth of
emergent gameplay to sprint forth from the
gameplay systems at work, but while No Man's Sky has procedural generation by the wazoo it has almost zero
emergent gameplay.
* Procedurally generated maps meaning you'll never face the same challenge twice * Deep, interesting, and balanced
system of
gameplay — you can get better at Auro for years * Crazy
emergent complexity!
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.
However where Zelda focuses more on its world's
systems and the
emergent gameplay that can arise, Skyrim leans heavily on its RPG elements.
It would have been enough to maintain the unique and compulsive Nemesis
system — which dynamically generates long - term rivalries and story threads with Orc bad guys based on
emergent gameplay interactions such as deaths and kills — while tuning up and filling out the first game's rather sparse open - world.
[20] According to Peter Molyneux,
emergent gameplay appears wherever a game has a good simulation
system that allows players to play in the world and have it respond realistically to their actions.
Now the Wii control
system (ideally) contributes to that suspension of disbelief; it breaks down the barrier between input and output to the extent that yes, the
gameplay should still emerge naturally, but further yet that *
emergent gameplay * should follow from it.