<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/'><id>tag:blogger.com,1999:blog-20951746.post2958133757769256861..comments</id><updated>2010-05-27T10:00:13.809-07:00</updated><category term='game design'/><category term='games'/><category term='job'/><category term='game theory'/><category term='game industry'/><category term='level design'/><category term='blog'/><category term='gaming'/><category term='random'/><title type='text'>Comments on Fullbright: State change as the key to emergent play</title><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://www.fullbrightdesign.com/feeds/2958133757769256861/comments/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20951746/2958133757769256861/comments/default'/><link rel='alternate' type='text/html' href='http://www.fullbrightdesign.com/2010/02/state-change-as-key-to-emergent-play.html'/><author><name>Steve gaynor</name><uri>http://www.blogger.com/profile/01516595172941914708</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>11</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-20951746.post-1230844933735847889</id><published>2010-04-05T13:14:11.297-07:00</published><updated>2010-04-05T13:14:11.297-07:00</updated><title type='text'>Responding a bit to Greg Kasavin&amp;#39;s point, I th...</title><summary type='text'>Responding a bit to Greg Kasavin&amp;#39;s point, I think players often try to avoid state-changing systems because we&amp;#39;ve been trained not to use them.&lt;br /&gt;&lt;br /&gt;In traditional RPGs there are often a variety of states called &amp;#39;status effects.&amp;#39; Things like poison, slow, petrify, confuse, etc. The degree to which these states can propagate is often limited by having separate battle screens </summary><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20951746/2958133757769256861/comments/default/1230844933735847889'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20951746/2958133757769256861/comments/default/1230844933735847889'/><link rel='alternate' type='text/html' href='http://www.fullbrightdesign.com/2010/02/state-change-as-key-to-emergent-play.html?showComment=1270498451297#c1230844933735847889' title=''/><author><name>Greg Sanders</name><uri>http://www.blogger.com/profile/01361492059565486009</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://3.bp.blogspot.com/_ZFj0nnuRvsg/SUBR8WnLA_I/AAAAAAAAA28/cvW0JDZDAb8/S220/6a00e39338146c883400e54ff5260d8833-150wi.jpg'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.fullbrightdesign.com/2010/02/state-change-as-key-to-emergent-play.html' ref='tag:blogger.com,1999:blog-20951746.post-2958133757769256861' source='http://www.blogger.com/feeds/20951746/posts/default/2958133757769256861' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-930004401'/></entry><entry><id>tag:blogger.com,1999:blog-20951746.post-102999767295094155</id><published>2010-03-31T00:09:35.819-07:00</published><updated>2010-03-31T00:09:35.819-07:00</updated><title type='text'>Some very interesting points. I see exactly where ...</title><summary type='text'>Some very interesting points. I see exactly where you are all coming from, and I agree that the key to emergent experiences is having multiple states which can be triggered in unpredictable ways.&lt;br /&gt;&lt;br /&gt;That being said, it doesn&amp;#39;t need a HUGE number of states and outcomes to give the feeling of emergent behaviours. As an example, take the original Doom. There you could quite easily </summary><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20951746/2958133757769256861/comments/default/102999767295094155'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20951746/2958133757769256861/comments/default/102999767295094155'/><link rel='alternate' type='text/html' href='http://www.fullbrightdesign.com/2010/02/state-change-as-key-to-emergent-play.html?showComment=1270019375819#c102999767295094155' title=''/><author><name>xan</name><uri>http://www.blogger.com/profile/09505368389051789785</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.fullbrightdesign.com/2010/02/state-change-as-key-to-emergent-play.html' ref='tag:blogger.com,1999:blog-20951746.post-2958133757769256861' source='http://www.blogger.com/feeds/20951746/posts/default/2958133757769256861' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-2105742041'/></entry><entry><id>tag:blogger.com,1999:blog-20951746.post-2132808368803136221</id><published>2010-03-22T10:21:58.648-07:00</published><updated>2010-03-22T10:21:58.648-07:00</updated><title type='text'>I don&amp;#39;t think &amp;quot;emergent&amp;quot; and &amp;quot;u...</title><summary type='text'>I don&amp;#39;t think &amp;quot;emergent&amp;quot; and &amp;quot;unpredictable&amp;quot; are synonymous, and I agree with Greg that players will avoid actions with unpredictable outcomes. Surprise may be a key element of humor and drama, but I think games are a different beast. Surprise through unpredictable outcomes of player actions can reduce the player&amp;#39;s sense of agency and thus enjoyment of the game.&lt;br /&gt;&lt;</summary><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20951746/2958133757769256861/comments/default/2132808368803136221'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20951746/2958133757769256861/comments/default/2132808368803136221'/><link rel='alternate' type='text/html' href='http://www.fullbrightdesign.com/2010/02/state-change-as-key-to-emergent-play.html?showComment=1269278518648#c2132808368803136221' title=''/><author><name>elias</name><uri>http://iamelias.com</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/blank.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.fullbrightdesign.com/2010/02/state-change-as-key-to-emergent-play.html' ref='tag:blogger.com,1999:blog-20951746.post-2958133757769256861' source='http://www.blogger.com/feeds/20951746/posts/default/2958133757769256861' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1422736164'/></entry><entry><id>tag:blogger.com,1999:blog-20951746.post-5287563719911485015</id><published>2010-03-22T10:05:03.845-07:00</published><updated>2010-03-22T10:05:03.845-07:00</updated><title type='text'>Steve

Good stuff. I think Randy and Harvey nailed...</title><summary type='text'>Steve&lt;br /&gt;&lt;br /&gt;Good stuff. I think Randy and Harvey nailed this topic in their GDC talk about emergence from 4 years ago or so. I elaborated on it in one of my later talks - intentionality or improvisation or both.&lt;br /&gt;&lt;br /&gt;I think the key is not in the meaningful state changes, but in the ability for them to *propogate* through the world. You can have oil puddles that burn, pipes with </summary><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20951746/2958133757769256861/comments/default/5287563719911485015'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20951746/2958133757769256861/comments/default/5287563719911485015'/><link rel='alternate' type='text/html' href='http://www.fullbrightdesign.com/2010/02/state-change-as-key-to-emergent-play.html?showComment=1269277503845#c5287563719911485015' title=''/><author><name>Clint</name><uri>http://www.clicknothing.com</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/blank.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.fullbrightdesign.com/2010/02/state-change-as-key-to-emergent-play.html' ref='tag:blogger.com,1999:blog-20951746.post-2958133757769256861' source='http://www.blogger.com/feeds/20951746/posts/default/2958133757769256861' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1463782890'/></entry><entry><id>tag:blogger.com,1999:blog-20951746.post-8547511857944573834</id><published>2010-03-20T16:12:31.383-07:00</published><updated>2010-03-20T16:12:31.383-07:00</updated><title type='text'>Good writeup. Some of your &amp;quot;range of state in...</title><summary type='text'>Good writeup. Some of your &amp;quot;range of state inputs/outcomes&amp;quot; is what Randy I were trying to capture with some of our wacky diagrams here:&lt;br /&gt;http://www.witchboy.net/articles/practical-techniques-%E2%80%A8for-implementing-%E2%80%A8emergent-gameplay/</summary><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20951746/2958133757769256861/comments/default/8547511857944573834'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20951746/2958133757769256861/comments/default/8547511857944573834'/><link rel='alternate' type='text/html' href='http://www.fullbrightdesign.com/2010/02/state-change-as-key-to-emergent-play.html?showComment=1269126751383#c8547511857944573834' title=''/><author><name>Harvey Smith</name><uri>http://www.blogger.com/profile/00821504263798336024</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.fullbrightdesign.com/2010/02/state-change-as-key-to-emergent-play.html' ref='tag:blogger.com,1999:blog-20951746.post-2958133757769256861' source='http://www.blogger.com/feeds/20951746/posts/default/2958133757769256861' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1084107875'/></entry><entry><id>tag:blogger.com,1999:blog-20951746.post-7872449614390133566</id><published>2010-03-20T14:56:18.002-07:00</published><updated>2010-03-20T14:56:18.002-07:00</updated><title type='text'>Michel: I&amp;#39;m with you as far as AI leading to u...</title><summary type='text'>Michel: I&amp;#39;m with you as far as AI leading to unexpected moments. AI definitely changes states based on awareness, state and position of the player. I would say however that the distinction is the player&amp;#39;s ability to make intentional inputs into the AI&amp;#39;s states, aside from being in the AI&amp;#39;s line of sight or not.&lt;br /&gt;&lt;br /&gt;Good examples of games that have fewer state-changing verbs</summary><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20951746/2958133757769256861/comments/default/7872449614390133566'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20951746/2958133757769256861/comments/default/7872449614390133566'/><link rel='alternate' type='text/html' href='http://www.fullbrightdesign.com/2010/02/state-change-as-key-to-emergent-play.html?showComment=1269122178002#c7872449614390133566' title=''/><author><name>Steve gaynor</name><uri>http://www.blogger.com/profile/01516595172941914708</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.fullbrightdesign.com/2010/02/state-change-as-key-to-emergent-play.html' ref='tag:blogger.com,1999:blog-20951746.post-2958133757769256861' source='http://www.blogger.com/feeds/20951746/posts/default/2958133757769256861' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-2066627517'/></entry><entry><id>tag:blogger.com,1999:blog-20951746.post-5873535580172720863</id><published>2010-03-20T13:00:24.434-07:00</published><updated>2010-03-20T13:00:24.434-07:00</updated><title type='text'>On re-reading the post, I realize you&amp;#39;ve made ...</title><summary type='text'>On re-reading the post, I realize you&amp;#39;ve made the same point I have in my last comment (&amp;quot;their potential states… and how they can be changed&amp;quot;).&lt;br /&gt;&lt;br /&gt;I guess Conway&amp;#39;s Life came to mind as soon as I read about states and emergence. Yeah…&lt;br /&gt;&lt;br /&gt;Have a better one,</summary><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20951746/2958133757769256861/comments/default/5873535580172720863'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20951746/2958133757769256861/comments/default/5873535580172720863'/><link rel='alternate' type='text/html' href='http://www.fullbrightdesign.com/2010/02/state-change-as-key-to-emergent-play.html?showComment=1269115224434#c5873535580172720863' title=''/><author><name>Lucas</name><uri>http://killspeak.lucasrizoli.com/</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/blank.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.fullbrightdesign.com/2010/02/state-change-as-key-to-emergent-play.html' ref='tag:blogger.com,1999:blog-20951746.post-2958133757769256861' source='http://www.blogger.com/feeds/20951746/posts/default/2958133757769256861' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1929060938'/></entry><entry><id>tag:blogger.com,1999:blog-20951746.post-5845949791418173377</id><published>2010-03-20T12:38:06.335-07:00</published><updated>2010-03-20T12:38:06.335-07:00</updated><title type='text'>What about the granddaddy of emergent sims, Conway...</title><summary type='text'>What about the granddaddy of emergent sims, Conway&amp;#39;s Life? In that, there a very small number of potential states (a cell is on or it is off), but many interesting, hard-to-predict consequences.&lt;br /&gt;&lt;br /&gt;In Life, surprising emergent behaviour comes from the big number of interactions among elements, and keep coming because these are generative. The consequences don&amp;#39;t have to be numerous</summary><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20951746/2958133757769256861/comments/default/5845949791418173377'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20951746/2958133757769256861/comments/default/5845949791418173377'/><link rel='alternate' type='text/html' href='http://www.fullbrightdesign.com/2010/02/state-change-as-key-to-emergent-play.html?showComment=1269113886335#c5845949791418173377' title=''/><author><name>Lucas</name><uri>http://killspeak.lucasrizoli.com/</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/blank.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.fullbrightdesign.com/2010/02/state-change-as-key-to-emergent-play.html' ref='tag:blogger.com,1999:blog-20951746.post-2958133757769256861' source='http://www.blogger.com/feeds/20951746/posts/default/2958133757769256861' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1929060938'/></entry><entry><id>tag:blogger.com,1999:blog-20951746.post-8086854978157034950</id><published>2010-03-20T12:30:02.806-07:00</published><updated>2010-03-20T12:30:02.806-07:00</updated><title type='text'>Isn&amp;#39;t good AI a series of state changes? &amp;quot...</title><summary type='text'>Isn&amp;#39;t good AI a series of state changes? &amp;quot;I am unaware of the player and in idle patrol mode--oh shi there he is--I&amp;#39;m being attacked so I&amp;#39;ll take cover, roll, flank, etc.&amp;quot; Halo has no environmental state changes (except maybe huge boxes or turrets being flung around), yet I would say the Legendary difficulty combat is highly emergent.&lt;br /&gt;&lt;br /&gt;I agree that surprise is key </summary><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20951746/2958133757769256861/comments/default/8086854978157034950'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20951746/2958133757769256861/comments/default/8086854978157034950'/><link rel='alternate' type='text/html' href='http://www.fullbrightdesign.com/2010/02/state-change-as-key-to-emergent-play.html?showComment=1269113402806#c8086854978157034950' title=''/><author><name>Michel</name><uri>http://www.blogger.com/profile/00302937491137230150</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://4.bp.blogspot.com/_ympVPcvfyxw/SdOReVNdzrI/AAAAAAAAAHc/e6-p3eF9Bno/s1600-R/8d51e628b4ef1fde3a8c0564ebfa73f44dfea7d5_full.jpg'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.fullbrightdesign.com/2010/02/state-change-as-key-to-emergent-play.html' ref='tag:blogger.com,1999:blog-20951746.post-2958133757769256861' source='http://www.blogger.com/feeds/20951746/posts/default/2958133757769256861' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1843111132'/></entry><entry><id>tag:blogger.com,1999:blog-20951746.post-5985870699562392589</id><published>2010-03-20T12:19:39.001-07:00</published><updated>2010-03-20T12:19:39.001-07:00</updated><title type='text'>I agree with everything here and wish more games p...</title><summary type='text'>I agree with everything here and wish more games provided open-ended approaches to combat, let alone non-combat. One thing I&amp;#39;d add, though, is that I think it&amp;#39;s incorrect to assume that players naturally gravitate toward state-changing systems when predictive ones are available to them. Surprises are exciting but I think people tend to avoid them if they can.&lt;br /&gt;&lt;br /&gt;This is a </summary><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20951746/2958133757769256861/comments/default/5985870699562392589'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20951746/2958133757769256861/comments/default/5985870699562392589'/><link rel='alternate' type='text/html' href='http://www.fullbrightdesign.com/2010/02/state-change-as-key-to-emergent-play.html?showComment=1269112779001#c5985870699562392589' title=''/><author><name>Greg Kasavin</name><uri>http://www.blogger.com/profile/06022059960212889807</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.fullbrightdesign.com/2010/02/state-change-as-key-to-emergent-play.html' ref='tag:blogger.com,1999:blog-20951746.post-2958133757769256861' source='http://www.blogger.com/feeds/20951746/posts/default/2958133757769256861' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1798539128'/></entry><entry><id>tag:blogger.com,1999:blog-20951746.post-206719610865641050</id><published>2010-03-20T11:28:46.229-07:00</published><updated>2010-03-20T11:28:46.229-07:00</updated><title type='text'>Have you played Stalker - Call of Pripyat ? : ). T...</title><summary type='text'>Have you played Stalker - Call of Pripyat ? : ). That&amp;#39;s one hell of an emergent game.</summary><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/20951746/2958133757769256861/comments/default/206719610865641050'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/20951746/2958133757769256861/comments/default/206719610865641050'/><link rel='alternate' type='text/html' href='http://www.fullbrightdesign.com/2010/02/state-change-as-key-to-emergent-play.html?showComment=1269109726229#c206719610865641050' title=''/><author><name>Pavel</name><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/blank.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.fullbrightdesign.com/2010/02/state-change-as-key-to-emergent-play.html' ref='tag:blogger.com,1999:blog-20951746.post-2958133757769256861' source='http://www.blogger.com/feeds/20951746/posts/default/2958133757769256861' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-543110032'/></entry></feed>
