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https://www.youtube.com/watch?v=SnpAAX9CkIc
emergent gameplay systemic design
Systemic design is when game systems can impact each other signicantly, which often leads to emergent gameplay. You can achieve this by: allowing things to be aware of and interact with other things (e.g. NPCs and animals interact); designing consistent, universal rules (e.g. wood can catch fire); and giving the user a goal, along with an open-ended way to achieve it (don't constrain the solution). Examples from Breath of the Wild, Far Cry, GTA, Dues Ex, and more.
https://sites.psu.edu/gamedesignbynickdemarco/2014/02/13/emergent-complexity-in-games/
emergent gameplay complexity economy Scribblenauts Pokemon
Emergent gameplay is the holy grail of game design. Game designers can implement intentional emergence (e.g. Scribblenauts) and unintentional emergence (e.g. Pokemon cloning glitch), which can break your game.
https://www.gamesprecipice.com/complexity-emergent-gameplay/
emergent gameplay depth complexity mechanics scoring cross-game analysis
Complexity, depth, and the ratio between them determines emergent gameplay. A look at some board games that create depth out of simple mechanics, and how rules, scoring, and social elements can increase depth without increasing complexity. (Looks at board games, but directly applicable to video games.)
https://medium.com/@GWBycer/how-to-design-a-game-around-emergent-gameplay-a9348557570b
emergent gameplay depth complexity mechanics goals
A look at what emergent gameplay is and isn't, and some ingredients that support emergent gameplay: mechanics with multiple purposes, properties, goals, multiple solutions. It isn't just an open world or a moddable game.
https://www.youtube.com/watch?v=i5C1Uj7jJCg
theory game analysis Downwell emergent gameplay
All game elements in Downwell serve two or more purposes, which creates emergent gameplay and difficult choices for the player. Weapons also refill health, enemies provide a temporary speed reduction, and replaying levels allows you to master the controls.