Video summary

The Rise of the Systemic Game

Main summary

Key takeaways

Gaming

Storyline (framing)

The video is not focused on a single game’s plot. Instead, it uses examples (especially Breath of the Wild) to explain how systemic games generate story-like moments through interactions, not scripted scenes.

Gameplay / Key ideas (systemic game behavior)

How systemic gameplay works (core mechanism)

  • Awareness + rules connect systems:
    • Entities have inputs (what they can “detect” / respond to).
    • Entities have outputs (what they can “broadcast” into the world).
    • When inputs and outputs align—and entities can physically interact—a rule triggers.

This produces interactions like:

  • Fire spread (e.g., fire touching wood → it ignites)
  • Damage propagation (e.g., explosions damaging objects/floors)
  • Weather effects (e.g., rain extinguishing campfires and changing surface behavior)
  • Creature behaviors tied to conditions (e.g., an electric-darner appearing in rain)

Breath of the Wild as the flagship example (weather system)

When it rains:

  • Rocks become slick, making climbing harder
  • Footsteps become hushed, aiding stealth
  • Electric attacks get stronger
  • Fire and bomb arrows become less special and behave like regular arrows
  • Specific plants/creatures appear (e.g., electric darner)
  • Characters run for cover; campfires sizzle out
  • Large puddles appear and later evaporate when the sun returns

Emergence (why it feels “alive”)

  • Emergent gameplay: outcomes aren’t directly authored by designers; instead, they emerge from multiple interacting systems.

Examples of emergent moments described:

  • Far Cry: enemy systems and wildlife interact (e.g., a tiger mauls a guard) rather than being pre-scripted
  • Watch Dogs 2: lead cops into gang territory, let factions fight, then escape via distraction
  • A “three-way tussle” involving factions plus an elephant, framed as naturally produced by system interactions

Strategies & player takeaways

Exploit indirect relationships (not just direct combat)

Because entities react to more than the player, you can often succeed via indirect chains, such as:

  • Using animals to attack enemies
  • Creating distractions that trigger other factions’ conflicts
  • Turning environmental reactions (weather, hazards, materials) into tactical tools

Use systems knowledge to improvise

Systemic design rewards experimentation: puzzles and encounters often have multiple valid solutions driven by the environment and rules—rather than a single “intended” answer.

Design principles / “how to build” systemic games (as discussed)

1) Create lots of “awareness”

Make entities aware of:

  • other characters and creatures
  • environment hazards and damage types
  • global systems like day/night
  • larger mechanics (e.g., wind/fire/ice-like chemistry interactions in Zelda)

2) Keep rules consistent and universal

  • If one object can catch fire, all similar objects should follow that logic.
  • Breaking consistency reduces player trust and exploration.

3) Prefer abstraction over overly specific detection

Suggested approach (from Dishonored co-directors):

  • entities should output general stimuli (e.g., “explosive damage,” “fire damage”)
  • other entities should “listen” for those stimuli

Benefits:

  • easier to add/modify content
  • players can discover connections designers didn’t anticipate

4) Allow controlled instability

The world shouldn’t be perfectly balanced until the player arrives.

Unpredictability can come from:

  • automated systems (e.g., rolling weather)
  • AI goals/needs that push entities into contact and conflict

What goes wrong (common failure modes)

  • Players find a reliable “meta” approach and ignore emergent play
    • Example mentioned: many MGS V missions solved with a silenced tranquillizer gun
  • Not enough incentives/tools for interaction beyond killing
    • systemic fun drops if actions mostly remove entities rather than enabling manipulation
  • Overly linear missions that limit freedom and experimentation
    • example cited: concerns about main-mission scripting/fail states
  • “Samey” systemic setups
    • example: camp structures described as repetitive across some Ubisoft titles

Note: systemic games can be designed to serve different “messages,” so sameness is possible even with strong mechanics.

Steps / bullet tips (implied planning workflow)

  • Observe the world’s inputs (weather, materials, factions, creatures)
  • Identify rules connecting systems (e.g., rain → extinguish; fire → spread)
  • Trigger outcomes indirectly (distractions, environmental reactions, exploiting faction conflicts)
  • Expect plans to fail—use disruption to adapt rather than brute-force

Sources / gamers featured (mentioned at the end)

  • Aleissia Laidacker (former lead programmer at Ubisoft)
  • Harvey Smith (Dishonored co-director)
  • Raphael Colantonio (Dishonored co-director)
  • Eurogamer’s Here’s A Thing (referenced for further reading)

Game example creators/brands and works mentioned:

  • The Legend of Zelda: Breath of the Wild
  • Metal Gear Solid V
  • Kingdom Come: Deliverance
  • Mark of the Ninja
  • Far Cry (incl. Far Cry 2/4)
  • Watch Dogs 2
  • Hitman
  • Dishonored
  • Deus Ex
  • Assassin’s Creed Origins
  • Grand Theft Auto
  • Mafia 3
  • RimWorld
  • Dwarf Fortress
  • Thief
  • System Shock
  • Ultima Underworld
  • Prey
  • Dishonored 2
  • The Legend of Zelda (latest)

Original video