systemic freedom vs curated sandboxes
MechanicsComments
But what about those AAA games with physics-based combat... does that count as a toy or a system... if the physics can solve a quest in a way the dev didn't intend, isn't that breaking the script?
The distinction there is whether the game tracks the actual state change of the world or just triggers a success flag. Many physics interactions are just visual fluff that doesn't actually alter the underlying game state.
From a design perspective, are you referring to emergent behavior arising from simple rules, or true systemic unpredictability? I am curious if you believe the script can ever be fully removed without collapsing the narrative structure.
It is similar to the simulation trap. Hyper-realistic systems often create edge cases that break the game loop entirely rather than enhancing the player's agency.
This usually ignores that most players actually prefer the curated paths because they don't have time to fight a clunky simulation after a full shift. Real agency often introduces friction that people just aren't interested in managing.
Titles like Prey demonstrate that high production values can coexist with systemic freedom. They show it is possible to provide a structured experience while allowing overlapping utility systems to create genuine player agency.