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Perceivable Consequence

This episode is another one of those dry-ish game design terminology videos.  Perceivable consequence is an odd thing to try to talk at length about it - it's such a fundamental part of traditional game design that it's easier to talk about when it _isn't_ used, either intentionally for effect or in games where it's a problem.


And honestly, I think I could have delved deeper into how directly it's tied to systemic complexity.  The character interaction stuff is really just a subset of that, if you think about it - an appropriately modeled character needs to be complex enough to occasionally be unpredictable, but in the context of the game still needs to act in understandable ways (otherwise for all our fancy AI programming the outcome might as well be a clever markov chain generator).  But this episode was already meant to be a short introduction to the concept that got expanded to eight minutes, so... perhaps another day.


Anyways, I'll be back in a few days with another episode I was capturing footage for at the same time!

Perceivable Consequence

Comments

Interesting video, check this talk from Chris Crawford in the last Gamelab where he addressed the interactions related to relationships. The talk points interesting issues although he barely have a solution for them: <a href="https://vimeo.com/133118338" rel="nofollow noopener" target="_blank">https://vimeo.com/133118338</a>

Javi Agenjo


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