Emergent gameplay (English Wikipedia)

Analysis of information sources in references of the Wikipedia article "Emergent gameplay" in English language version.

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  • Newell, Gabe (2008-11-21). "Gabe Newell Writes for Edge". edge-online.com. Archived from the original on 2012-09-09. Retrieved 2008-11-22. The events are trying to give them a sense of narrative. We look at sequences of events and try to take what their actions are to generate new sequences. If they've been particularly challenged by one kind of creature then we can use that information to make decisions about how we use that creature in subsequent encounters. This is what makes procedural narrative more of a story-telling device than, say, a simple difficulty mechanism.
  • "The Essential 50, Part 32: Street Fighter II". 1up.com. 2009-08-13. Archived from the original on 2012-07-20. Retrieved 2009-09-16.

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  • Allen Tan (July 10, 2008). "Indie Treasures: Dwarf Fortress". brighthub.com. Archived from the original on 2008-12-02. Retrieved 2008-11-20. There's so much content that is simulated in the game that emergent gameplay finally has a meaning.

dankline.wordpress.com

  • Kline, Dan (2009-01-03). "Procedural Narrative: Left 4 Dead". Retrieved 2009-05-10. The horror setting, the tight team dynamic and situations, the swaying difficulty, the orthogonally designed super-zombies, all compound to push the players alongside the pacing and set up dramatic conflict and hard, human choices. As opposed to hard, systematic choices. Even though there's barely a traditional "narrative" at all in L4D, the mechanics and the experience manager seem to create a framework that allows the player's to build their own unique story, but in a different way then the Sim and Civilization-likes designers refer to it. This is player story built on structure, rather than player story built in a sandbox. And we know from experience that structured storytelling creates something special

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  • "Le Gameplay emergent (in French)". jeuxvideo.com. 2006-01-19.

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  • Newell, Gabe (2008-11-21). "Gabe Newell Writes for Edge". edge-online.com. Archived from the original on 2012-09-09. Retrieved 2008-11-22. The events are trying to give them a sense of narrative. We look at sequences of events and try to take what their actions are to generate new sequences. If they've been particularly challenged by one kind of creature then we can use that information to make decisions about how we use that creature in subsequent encounters. This is what makes procedural narrative more of a story-telling device than, say, a simple difficulty mechanism.

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