SakeTami
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Using Systems Theory to design Emergent Gameplay

Very unusual post, I know, but I've had a lot of ideas fermenting in my head for years, some of which have turned into Unholy Arts, and some of which I'd like to publish.

I think there's potential for discussion in game development circles about on how to lay out principles conductive to consistently successful design of emergent gameplay, which is however frankly unexploited, and perhaps I have some slightly original ideas I could contribute to.

I've finished a first draft of the text I want to publish, where I go over specific elements of a few different games, Unholy Arts among them, and I'd like to hear your thoughts and impressions, as well as opinions on whether my judgements over Unholy Arts are spot on. The final text will become public... I don't know when, but eventually.

I hope you've had a good weekend.

Using Systems Theory to design Emergent Gameplay Using Systems Theory to design Emergent Gameplay Using Systems Theory to design Emergent Gameplay Using Systems Theory to design Emergent Gameplay Using Systems Theory to design Emergent Gameplay Using Systems Theory to design Emergent Gameplay

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