Science Fair Project Encyclopedia
Emergent gameplay
Emergent gameplay is the creative use of a game in ways unexpected by the game designer's original intent. It commonly appears as complex behaviors that emerge from the interaction of simple game mechanics. This is most common in computer games and is often prized by game designers.
Emergent play can either be totally outside the game (machinima) or have a direct impact on the gameplay (see "game currency trading" below).
The components of a game can be broken down in basic form to incude: a game universe, game rules, game objects, communication tools, game objectives (or winning scenario) and game engine (or board). Emergent play usually involves taking one or more of these components.
More recently game designers have attempted to encourage emergent play by providing tools to players such as placing web browsers within the game engine (such as in EVE Online, The Matrix Online), providing XML integration tools and programming languages (Second Life), and fixing exchange rates (Project Entropy ).
| Contents |
Examples
Machinima
Machinima is the art of making films using a game engine.
Game currency trading
Traders in massively multiplayer online games with economic systems play purely to acquire virtual game objects or avatars which they then sell for real-world money on auction websites or game currency exchange sites. This results in the trader's play objective to make real money regardless of the original game designer's objectives.
Many games prohibit currency trading in the end user license agreement (EULA), but it is still a common practice. The issue of currency trading is hotly debated in gaming circles.
Lurikeen invasion
Inspired by the diminutive form of the smallest avatar in Dark Age of Camelot, some players started an imaginary political movement based on the power of the lurikeen class. Thousands of players quickly joined created characters ending in '*keen' eg. 'cokekeen', 'iamkeen' on a single game server. As Dark Age of Camelot requires a roughly equal balance of three different races on each server, that particular game server quickly became unbalanced and overrun by the 'keen invasion'.
Gambling and lotteries
This is in game such as EVE Online and Dark Age of Camelot that are not gambling games but rather role-playing or simulation games. The provision of gambling services in exchange for in-game currency can take the forms of a lottery, card games, event betting. Players typically establish a betting facility, lottery etc. Players typically create a website for executing the gambing, then accept payment from gamblers using in-game currency to credit the gambler's website account. Winnings are then paid back to the gambler's account.
Glitch or quirk-based strategies
In several games, especially first-person shooters, game glitches or physics quirks can become viable strategies, or even spawn their own game types. In id Software's Quake series, rocket jumping is a popular strategy — a player fires a rocket at the ground while jumping, allowing the weapon's splash damage to propel him to otherwise unreachable areas. In the Tribes series of games, a technique known as "skiing" has become a vital part of any strategy, and the basis for several mods; to ski, a player slides down a hill, taking advantage of a physics glitch that allows a potentially infinite speed increase to catapult himself over great distances.
Real world services in exchange for game currency
These are where players provide real world services (like website design, web hosting) by paying using in-game currency. This can influence the economy of the game, as players gain wealth/power in the game unrelated to game events.
The contents of this article is licensed from www.wikipedia.org under the GNU Free Documentation License. Click here to see the transparent copy and copyright details


