Video summary
Systemic Game Design, Part 5: What Games Work Well With Systems?
Main summary
Key takeaways
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
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Some genres and mechanics reliably pair well with systems. The video highlights four recurring categories:
- Simulation / sim-like games
- Stealth games
- Games that use discrete/graph-like spatial thinking
- 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
- Avoid being seen by:
- 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)
- The encounter can change depending on system state, such as:
- 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.
- Breath of the Wild: Eventide Island
- 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
- Ask whether systems will be:
- 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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