Video summary

Systemic Game Design, Part 5: What Games Work Well With Systems?

Main summary

Key takeaways

Educational

Main ideas / lessons

  • Not every game benefits from heavy systemic design.

    • Sometimes systems are invisible to the player, and a simpler approach (e.g., a randomizer) could “do the job.”
    • In other cases, system unpredictability can clash with:
      • a tight narrative
      • a strict ruleset/mechanics approach
  • Some genres and mechanics reliably pair well with systems. The video highlights four recurring categories:

    1. Simulation / sim-like games
    2. Stealth games
    3. Games that use discrete/graph-like spatial thinking
    4. Open-world games

How systems work well (by genre/mechanic)

1) Simulation games (and strategic sims)

  • Core concept: simulation systems emulate real phenomena using data and algorithms.
  • Where systems shine most:
    • Realistic sims (e.g., flight/truck simulators)
    • Abstract/fantastical sims (e.g., SimCity, Dwarf Fortress)
    • Strategic sims, especially at a zoomed-out scale, where patterns and interactions emerge
  • Common systemic “illusion of lack of control”:
    • Players may lose control of individual units.
    • But they still influence outcomes at the organizational / system level.
    • Result: you may watch units longer (sometimes with frustration), but you observe the system in action and understand constraints (entities act “on schedule” and follow paths/limits).

2) Stealth games (a strong match for systemic design)

  • Core systemic structure: stealth levels often start with a default automated state, such as:
    • guard patrols
    • monitoring networks/security across the level
  • Underlying systems typically present (at minimum):
    • Line-of-sight
    • AI detection and reaction to the player
  • Player’s systemic role: players must interact with and/or manipulate those systems to achieve goals.
  • Player interaction examples (in practice):
    • Avoid being seen by:
      • observing detection patterns
      • using gaps in coverage
    • Create opportunities / interfere, such as:
      • causing distractions
      • taking out sentries
      • altering the level at a larger scale
  • Design note included in the explanation: the video frames systemic stealth as especially suitable because stealth inherently depends on dynamic rules (vision, alerts, patrol logic, monitoring coverage).

3) Discrete grids / graphs (a practical system-design technique)

  • Core concept: while computers can handle continuous spaces, it’s often easier to design systemic logic using discrete units.
  • Method described:
    • Use grids and discrete graphs made of nodes and neighbors
    • Determine evolving effects by checking which nodes affect which neighbors
    • Commonly implemented as:
      • 2D orthogonal grids (but could use any shape)
  • Player-facing benefit:
    • The boundaries between nodes and states become clearer.
    • That makes systems easier for players to recognize and appreciate.

4) Open-world games (systems as “content multipliers”)

  • Core problem in open worlds: they require a lot of content to feel alive and dynamic.
  • How systems help:
    • A small number of procedural events can feel many different ways, depending on the current state of the systems.
    • The world can respond differently based on context, even if encounters are based on the same underlying scenario.
  • Example given: vampire encounters
    • The encounter can change depending on system state, such as:
      • time conditions (e.g., negative day)
      • environmental factors (e.g., river nearby or buildings nearby)
  • Example used to illustrate “same encounters, different feel”:
    • Breath of the Wild: Eventide Island
      • The area “turns the experience on its head” by stripping you of equipment you normally rely on.
      • You must rebuild an arsenal by using the game’s systems.
      • Even though encounters are not fundamentally new, changing the game state makes them feel significantly different.
  • Modularity claim:
    • Systems can be designed as modules that you can add, remove, or manipulate.
    • This enables variety “with relative ease,” compared to authoring entirely new handcrafted content.

Method / takeaways (actionable bullet points)

  • Check fit before going “heavy systems”:
    • Ask whether systems will be:
      • noticed by players (or whether randomness could suffice)
      • compatible with your narrative tightness and mechanics constraints
  • If designing in the highlighted genres, think “systems first”:
    • Simulation: model phenomena via algorithms/data; favor strategic zoomed-out patterns.
    • Stealth: build a default automated environment (patrols/security); include line-of-sight + reactive AI; ensure the player can manipulate systems to advance goals.
    • Discrete grid/graph systems: represent space/state as nodes and neighbor relationships; design for visible node/state delineation.
    • Open world: use systems to make a few events feel dynamic across different world states; support state-dependent encounter variation.
  • Scope note from the creator:
    • The video intentionally does not cover procedural generation in detail, noting it is systemic but treated separately from “systemic game design” and promised for a later video.

Speakers / sources featured

  • Speaker: The video’s presenter/creator (not named in the subtitles)
  • Referenced works/games (examples):
    • Dwarf Fortress
    • SimCity
    • (Referenced as examples of simulation) flight and truck simulators
    • Stealth-game examples (general category; no specific title named)
    • The Legend of Zelda: Breath of the Wild (specifically Eventide Island)

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