Video summary
The Rise of the Systemic Game
Main summary
Key takeaways
Storyline (framing)
The video is not focused on a single game’s plot. Instead, it uses examples (especially Breath of the Wild) to explain how systemic games generate story-like moments through interactions, not scripted scenes.
Gameplay / Key ideas (systemic game behavior)
How systemic gameplay works (core mechanism)
- Awareness + rules connect systems:
- Entities have inputs (what they can “detect” / respond to).
- Entities have outputs (what they can “broadcast” into the world).
- When inputs and outputs align—and entities can physically interact—a rule triggers.
This produces interactions like:
- Fire spread (e.g., fire touching wood → it ignites)
- Damage propagation (e.g., explosions damaging objects/floors)
- Weather effects (e.g., rain extinguishing campfires and changing surface behavior)
- Creature behaviors tied to conditions (e.g., an electric-darner appearing in rain)
Breath of the Wild as the flagship example (weather system)
When it rains:
- Rocks become slick, making climbing harder
- Footsteps become hushed, aiding stealth
- Electric attacks get stronger
- Fire and bomb arrows become less special and behave like regular arrows
- Specific plants/creatures appear (e.g., electric darner)
- Characters run for cover; campfires sizzle out
- Large puddles appear and later evaporate when the sun returns
Emergence (why it feels “alive”)
- Emergent gameplay: outcomes aren’t directly authored by designers; instead, they emerge from multiple interacting systems.
Examples of emergent moments described:
- Far Cry: enemy systems and wildlife interact (e.g., a tiger mauls a guard) rather than being pre-scripted
- Watch Dogs 2: lead cops into gang territory, let factions fight, then escape via distraction
- A “three-way tussle” involving factions plus an elephant, framed as naturally produced by system interactions
Strategies & player takeaways
Exploit indirect relationships (not just direct combat)
Because entities react to more than the player, you can often succeed via indirect chains, such as:
- Using animals to attack enemies
- Creating distractions that trigger other factions’ conflicts
- Turning environmental reactions (weather, hazards, materials) into tactical tools
Use systems knowledge to improvise
Systemic design rewards experimentation: puzzles and encounters often have multiple valid solutions driven by the environment and rules—rather than a single “intended” answer.
Design principles / “how to build” systemic games (as discussed)
1) Create lots of “awareness”
Make entities aware of:
- other characters and creatures
- environment hazards and damage types
- global systems like day/night
- larger mechanics (e.g., wind/fire/ice-like chemistry interactions in Zelda)
2) Keep rules consistent and universal
- If one object can catch fire, all similar objects should follow that logic.
- Breaking consistency reduces player trust and exploration.
3) Prefer abstraction over overly specific detection
Suggested approach (from Dishonored co-directors):
- entities should output general stimuli (e.g., “explosive damage,” “fire damage”)
- other entities should “listen” for those stimuli
Benefits:
- easier to add/modify content
- players can discover connections designers didn’t anticipate
4) Allow controlled instability
The world shouldn’t be perfectly balanced until the player arrives.
Unpredictability can come from:
- automated systems (e.g., rolling weather)
- AI goals/needs that push entities into contact and conflict
What goes wrong (common failure modes)
- Players find a reliable “meta” approach and ignore emergent play
- Example mentioned: many MGS V missions solved with a silenced tranquillizer gun
- Not enough incentives/tools for interaction beyond killing
- systemic fun drops if actions mostly remove entities rather than enabling manipulation
- Overly linear missions that limit freedom and experimentation
- example cited: concerns about main-mission scripting/fail states
- “Samey” systemic setups
- example: camp structures described as repetitive across some Ubisoft titles
Note: systemic games can be designed to serve different “messages,” so sameness is possible even with strong mechanics.
Steps / bullet tips (implied planning workflow)
- Observe the world’s inputs (weather, materials, factions, creatures)
- Identify rules connecting systems (e.g., rain → extinguish; fire → spread)
- Trigger outcomes indirectly (distractions, environmental reactions, exploiting faction conflicts)
- Expect plans to fail—use disruption to adapt rather than brute-force
Sources / gamers featured (mentioned at the end)
- Aleissia Laidacker (former lead programmer at Ubisoft)
- Harvey Smith (Dishonored co-director)
- Raphael Colantonio (Dishonored co-director)
- Eurogamer’s Here’s A Thing (referenced for further reading)
Game example creators/brands and works mentioned:
- The Legend of Zelda: Breath of the Wild
- Metal Gear Solid V
- Kingdom Come: Deliverance
- Mark of the Ninja
- Far Cry (incl. Far Cry 2/4)
- Watch Dogs 2
- Hitman
- Dishonored
- Deus Ex
- Assassin’s Creed Origins
- Grand Theft Auto
- Mafia 3
- RimWorld
- Dwarf Fortress
- Thief
- System Shock
- Ultima Underworld
- Prey
- Dishonored 2
- The Legend of Zelda (latest)