@joej said:
Hehe, you just call everything you like systemic, i get it. ;D
I’m establishing a pattern for relating the concepts I want to explore. Specifically, coining the term systemic environment in order to distinguish that from systemic story. Every existing systemic game is a systemic environment game.
I think that this article was pretty good as an introduction https://the-artifice.com/systemic-games-philosophy/
They used the definition: Systemic games are games that are created such that all their individual systems can reach out and influence one another.
While talking about it, we can look at each part of a game and see if it’s systemic or not. That includes physics, chemistry, combat, animations, crafting, traversal and so on. For each of them the question is if they interact with all other parts of the game in the way they should. For example, if your game has character animations and resource gathering. If the animation isn’t connecting with the resource you gather, it’s not systemic.
Besides, Uncharted 4 is my other favorite example showing complex character animation.
Pretty impressive.
Naughty Dog continued to improve their animation systems in The Last of Us part 2. It’s really well done. They did a lot of physics concessions in order not to annoy the player. For example, you will usually pick up the resource by reaching for it in a way that looks realistic. The same for opening doors or switching weapons or anything else. But if you do several things at the same time and also move around, it will often skip animations. You really shouldn’t be apple to pick up the things in the way you are allowed to in the game, but they opted to make it less realistic for making it consistent during hectic gameplay.
Another (in development) game with physics-based animations is Examina. I’m curious what you think of it.
Nah. I' from the reality simulation camp. Turns are for board games. >:D
People like me need a way to pause the game and assess the situation. I have managed in some situations by using photo-mode. But it would be better with in-game support. At least as an accessibility-option. There are a lot of situations where I need to stop time, and other times where I prefer to play the game at quarter speed. Last of Us part 1 and 2 are super-good in most areas of accessibility, including navigation and combat.
But they still lack psychological accessibility. That's where the adaptability of systemic story games can come in. Some people may not understand how easily an ambush in a game can cause a panic attack. Most games lack the stress management accessibility options needed.