| Emergent gameplay is the creative use of a game in ways unexpected by the
game designer's original intent. It commonly appears as complex behaviors
that emerge from the interaction of simple game mechanics. This is most common in
computer games and is often prized by game designers.
Emergent play can either be totally outside the game (machinima) or have a
direct impact on the gameplay (see "game currency trading" below).
The components of a game can be broken down in basic form to incude: a game universe, game rules, game objects, communication
tools, game objectives (or winning scenario) and game engine (or board). Emergent play usually involves taking one or more of
these components.
More recently game designers have attempted to encourage emergent play by providing tools to players such as placing web browsers within the game engine (such as in EVE Online, The Matrix Online),
providing XML integration tools and programming languages (Second Life), and
fixing exchange rates (Project Entropy).
Examples
Machinima
Machinima is the art of making films using a game engine.
Game currency trading
Traders in massively multiplayer
online games with economic systems play purely to acquire virtual game objects or avatars which they then sell for real-world
money on auction websites or game currency exchange sites. This results in the
trader's play objective to make real money regardless of the original game designer's objectives.
Many games prohibit currency trading in the end user license
agreement (EULA), but it is still a common practice. The issue of currency trading is hotly debated in gaming circles.
Lurikeen invasion
Inspired by the diminutive form of the smallest avatar in Dark Age of
Camelot, some players started an imaginary political movement based on the power of the lurikeen class. Thousands of
players quickly joined created characters ending in '*keen' eg. 'cokekeen', 'iamkeen' on a single game server. As Dark Age of
Camelot requires a roughly equal balance of three different races on each server, that particular game server quickly became
unbalanced and overrun by the 'keen invasion'.
This is in game such as EVE Online and Dark Age of Camelot that are not gambling games but rather role-playing or simulation games. The provision of gambling services in exchange for in-game currency can take the forms of
a lottery, card games, event betting. Players typically establish a betting
facility, lottery etc. Players typically create a website for executing the gambing, then accept payment from gamblers using
in-game currency to credit the gambler's website account. Winnings are then paid back to the gambler's account.
Glitch or quirk-based strategies
In several games, especially first-person shooters, game
glitches or physics quirks can become viable strategies, or even spawn their own game types. In id Software's Quake series, rocket jumping is a popular strategy
— a player fires a rocket at the ground while jumping, allowing the weapon's splash damage to propel him to otherwise
unreachable areas. In the Tribes series of games,
a technique known as "skiing" has become a vital part of any strategy, and the basis for several mods; to ski, a player slides down a hill, taking advantage
of a physics glitch that allows a potentially infinite speed increase to catapult
himself over great distances.
Real world services in exchange for game currency
These are where players provide real world services (like website design, web hosting) by paying using in-game currency. This
can influence the economy of the game, as players gain wealth/power in the game unrelated to game events.
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