Systemic Design vs. Scripted Outcomes
DesignComments
It's like how city zoning works. They start with a few mixed-use permits to see if the neighborhood handles it before they rewrite the whole building code.
the sample size isnt shrinking, it's just shifting to the "immersive sim lite" approach in open world RPGs.
Do you think those "lite" approaches are a stepping stone toward more complex systems? I wonder if they're just testing the waters to see what players actually use.
I think the sample size is actually growing... just in different genres! Look at how many "survival" titles are hitting AAA budgets now... they're built on systems from the ground up!
This discussion often overlooks the role of physics-driven interactions, which differ from logic-driven systems. Modern middleware allows for a systemic feel through chaotic physics (stochastic behavior) without needing the deep state-tracking of a classic immersive sim.
If we consider the cost of QA, the argument for scripted outcomes becomes more compelling. A truly systemic game increases the edge-case surface area exponentially, which could lead to game-breaking bugs that are too expensive to patch in a 100 hour AAA title.
Scripted outcomes are actually a blessing in disguise. They allow for tighter emotional pacing. Who wants a systemic glitch to ruin the climax of a story?
You missed the impact of invisible walls in systemic design. Many games have the systems, but they restrict the player's ability to apply them to critical paths to prevent sequence breaking.