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i've had so many of these working on imsims. my first was the guards in my stealth game who could hear each other's footsteps and if they didn't already know roughly where the other guy was they would investigate each other and be surprised to see each other. in first person this looks like nothing

Aura/Moom@moomanibe.bsky.social

thinking about this again today, and not even in the context of procgen. The thing about systems design is that it's so easy to get excited about making little sandboxes for yourself that you forget the player needs insight into it, lest it simply appear the same as complete randomness.

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Ok this just makes me think of like someone doing a dungeon keeper type game where the dungeons you build are imsim levels that other players have to make their way through. So you get to see the cool systems stuff from on high first

the idea (and this worked) was that if the player made a noise and a guard heard it and then investigated and didn't find the player but did find another guard they would assume the guard made that noise and not be alert anymore because "oh it was just bob". "cool" but basically never ever legible

not to say it would've been appropriate for that game, but this does instantly have me thinking about a system where the player character is listening in to the guards radios or whatnot, so they actually hear what causes them to stop looking & can make use of that info to solve certain puzzles

another one was, i made the rain in Weird West, which wets things and fills containers and puts fires out and whatever. for a long time i had the rain coming in at the correct angle based on the wind, so in a storm you could shelter behind a building and get less wet. "cool". not legible, not useful

the player only ever assumes the place you'd stand to get wet is "outside"; the cool behaviour only ever reads as a bug, "was outside, didn't get wet". or "got wet inside" because you were near a window. i changed it to a straight-down line trace

idk if it is a common word but i have always called this "oversimulating". which is interesting to think about in an imsim because you really are looking to "simulate", on some level, most things. that's how you get the emergence. but you can oversimulate. you get a feel for where the line is

That kind of stuff is effective when it's exposed to the player through either just stating the sub-text or thought (audio/text barks) or visual storytelling (body language, expressions).

stealth games seem like a big pitfall specifically for this sort of thing, I like how the Hitman games "solve" this behavior by having NPCs always speak all their thoughts out loud (with hundreds of lines for different variations), so the player always has an idea of what behavior was just triggered

One of the coolest things in MGSV is when a soldier is calling into base, you tranq/kill them and the base freaks out cause they were cut out mid sentence. Always fun to get caught out by it!

More impressive though is that sometimes a picture-in-picture view pops up to show the player something "important" that's happening in a different part of the level, e.g. someone was hurt/killed by a trap you set, someone's investigating something you messed with, etc.