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Patreon First - The Rise of the Systemic Game

Hello!

So, I was revisiting Red Dead Redemption and something struck me. The game felt kinda dead compared to more recent open world games I've been playing. 

And I realised that maybe it's something to do with the fact that a lot of modern open world games have been investing heavily in systemic design. From MGS V to Far Cry 4 to Zelda, this stuff is everywhere.

In this video I wanted to figure out what that actually means and how it's achieved, and then look at some ways that systemic games can improve.

Now! I need your feedback on this one before I make the final version (with the Patreon credits and improved render quality). Is there anything you think I could explain better? Anything I'm missing? Anything I should ditch? Anything that's left you scratching your head?

I wanna get this right so lemme know! Or just say "cool vid mark". That's fine too.

Cheers!

Patreon First - The Rise of the Systemic Game

Comments

I agree with a few people who have commented before in that you can explain a bit more about giving entities wants and needs. An excellent example of this is Slime Rancher. There was a talk last GDC that breaks down the system incredibly well. <a href="https://youtu.be/GbVFa89kUhw" rel="nofollow noopener" target="_blank">https://youtu.be/GbVFa89kUhw</a> It may be a good reference to give if people are looking for a more detailed explanation of how these systems can be built and work together to create unexpected behaviour.

Andrew Carvalho

Great video. The 1 second sound-byte that really sticks to me is the term "chemistry engine" from this BoTW GDC talk: <a href="https://youtu.be/QyMsF31NdNc?t=38m18s" rel="nofollow noopener" target="_blank">https://youtu.be/QyMsF31NdNc?t=38m18s</a> (whole talk is definitely worth a watch if you haven't seen it). By creating a game using not only a physics engine, but a chemistry engine as well, they were able to multiply possible interactions/scenarios in the game a great deal.

Ben Marrinan


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