Assessing Emergence and Progression in Games

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Assessing Emergence and Progression in Games SBC – Proceedings of SBGames 2016 | ISSN: 2179-2259 Art & Design Track – Full Papers Assessing Emergence and Progression in Games Daniel Marques Maranhao˜ ∗ Artur de Oliveira da Rocha Francoy Jose´ Gilvan Rodrigues Maiaz Federal University of Ceara, Virtual University Institute, Brazil ABSTRACT • A unified approach for assessing emergence and progression Among the many structures that can be explored by Game Design to structures in electronic games. pose challenges to the player, two structures are usually perceived as opposites: Emergence explores game complexity derived from • The proposed analysis approach is applied to various games. the different interactions between the game’s rules; in its turn, Pro- gression revolves around pre-made challenges that are serially in- • We strive to determine whether and how games can, in fact, troduced throughout the gameplay. However, it was observed that combine progression and emergence. both structures can be used together in order to improve the overall entertaining quality of the game, as Emergence offers creative free- The remaining of this paper is organized in the following manner. dom to the player whilst Progression allows a development focused Fundamental definitions necessary to the development of this paper on experiences which are previously defined in clear manner that are presented in Section 2. Our analysis approach for assessing frequently yields cinematic interactions. These gameplay structures emergence and progression is presented in Section 3. Games are are blended in the game by means of structural attributes, such as then analyzed in Section 4 using our approach. Discussion about the specific game mechanics that are made available to the player the results obtained are then presented in Section 5. Finally, con- on a given level. This paper represents a first step towards deter- clusions about this work and future research are in Section 6. mining a trade-off between Emergence and Progression. First, we enumerated and evaluated the characteristics and attributes of ex- 2 RELATED WORK isting games exploring Emergence and Progression. Hence, those games are classified accordingly to how these supposedly antago- The following section will show how different authors frame the nistic structures present themselves and are balanced in the game. importance of emergence and progression in game design, with Keywords: Game design, challenges, progression, emergence. each one having a different objective with their work, such as defin- ing the terms, finding ways to integrate both structures, and also creating forms of categorizing and identifying these structures. 1 INTRODUCTION Digital games have frequently tried to find interesting ways to 2.1 Defining Emergence and Progression present challenges for the player. With the advent of computers, games could not only have their rules being enforced by algorithms, The subject of emergence and progression in games arose with a but this new tool could soften how the player is introduced to the paper from Juul [4], defining these terms and conceiving ways to game world by making it a more pleasant first session. identify them in different games. His work was matured by dif- The nature of most games is to present different situations to ferent authors and then several objectives and intentions were pro- the player, so these situations emerge from the games’ rules. This posed. structures is known as Emergence. However, it is possible to use computers to create games that focus on Progression more than in 2.1.1 Riva et al. (2016) Emergence, that is, games that have a strong focus in a story-like ambiance and consequently guides the player’s steps through a cin- Riva et al. [6] are psychologists that presented how progression and ematic experience. These two structures, emergence and progres- emergence can be used in games to for building experiences that sion, can be better scrutinized to achieve a deeper understanding of help improvement of human qualities, such as mind strength and how games can structure the player’s experience and present them resilience. The authors believe exploratory games can help people with challenges that have different, or even balanced focuses. to understand some different systems in real life. It may be pointed This occurs because the game designer needs to have a clear un- out that this idea is closely related to constructivism. Moreover, derstanding of the inner workings of both structures, and to be able they assume that, when a player improves theirs skills in game, then to better judge when to prefer using each structure and where, and she is going to experience fun, i.e., they define fun as ”the process how to use them. Also, these structures do not necessarily need to of mastery itself”. be separated at all times and can be combined sometimes to create Therefore, according to these authors, the main idea in a ex- a possible emergent progression. ploratory sandbox is to satisfy curiosity and to master the system In this work we delve in obtaining methods for actual assessment game. When playing this kind of games, some players perform im- of these structures. The contributions of this paper are as follows: pulsive actions to see what can occur: sandboxes are essentially an environment for an emergent game play, so there may exist situa- ∗e-mail: [email protected] tions and events in the game that act like a whole unexpected ex- ye-mail: [email protected] perience even considering expectations from the game’s own game ze-mail: [email protected] designer. Riva et al. [6] state that progression games are the opposite of emergence games. Progression is focused in content. Emergence is focused in processes which are focused in application of knowledge to combine rules in order to turn the tables in players’ favor. XV SBGames – São Paulo – SP – Brazil, September 8th - 10th, 2016 601 SBC – Proceedings of SBGames 2016 | ISSN: 2179-2259 Art & Design Track – Full Papers 2.1.2 Schell (2014) The progression structure is, to the author, less interesting than According to Schell [7], actions are what the players are capable emergence in many ways. In this structure, generally there some of doing. There are two perspectives on actions, the first one being freedom afforded to the player to roam an ambient in which the only basic actions. They are the base actions a player can take, like mov- interesting experiences happen in a single way. Another feature of ing a checker forward in a game of checkers. The strategic actions the game of progression is that they have an extremely low replay are only meaningful in the larger picture of the game and have to value. do with how the player uses basic actions to achieve a certain goal. In a general way, progression structures are heavily precontrolled Generally, a game offers more strategic actions than basic actions. by the game, while the emergent structures allow much variation In a game of checkers, an example of strategic action is to protect a and improvisation that was not anticipated by the game designer, piece by placing another piece behind it. The strategic actions are nor is easily derivable from the game rules. Even then, this does not part of the rules, but emerge naturally as the game is played. In not mean that the players have complete freedom to do what they this way, emergent gameplay happens when, from a certain number want or that their behavior is devoid of patterns or regularities. of basic actions, players have the possibility of executing a greater Even in a game of emergence, some event can be determined or number of interesting strategic actions. Some ways that the author are very likely to happen. A way to comprehend this phenomenon is present to increase the chance of emergent gameplay appearing in that players tend to respect the game contract, that is, as they agree a game are: to pursue the main objective of the game, they tend to take certain actions. As they try to reach this objective, they will search for a • Add more basic actions good strategy. If the game allows for a good strategy that leads to interesting interactions, then it is a good game. If the optimal strat- • Allow the basic actions to interact with more objects egy leads to dull game sessions, then the game will be considered • Include goals that can be achieved in different ways monotonous. Even in a game with strong emergent properties, the game ses- • Increase the number of objects controlled by the player sions can follow very regular patterns. An example is that, in ses- sions of the game Counter-strike, confrontations between the two • Include side effects to each action that change the games con- teams will almost always happen. This is due to the fact that, even straints though these patterns are not explicitly stated in the game rules or 2.1.3 Juul (2002) its occurrence is not defined in the game code, they are the best way found by the players to reach the objective at stake. Juul [4] states that digital games, throughout the history, can be seen as the product of two basic structures: emergence and progression. 2.1.4 Dormans (2011) Emergence is the primordial structure, in which a game is specified by a small set of rules that combine themselves and make possi- According to Dormans [2], Games are complex rule based systems ble a great number of variations to the game, to which the players that exhibit many emergent properties on the one hand, but must create strategies to deal with them. Emergent games tend to be deliver a well-designed, natural owing user experience on the other. replayable and nurture tournaments and strategy guides. Progres- Emergence can be achieved through the rules and mechanics of a sion is a newer structure that was inserted in the computer games game, and Progression through the level that will structure the ex- through the adventure genre.
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