Darkspy is built on the principle of player creativity and ownership, inspired by games like Deus Ex and Dishonored. This pillar emphasizes creating a world where players are free to experiment, tinker, and devise their own unique solutions to challenges. Unlike games that showcase the “hand of the developer” through flashy cinematics or scripted moments, Darkspy shifts the spotlight entirely onto the player.
On one hand, emergent gameplay is about allowing players to be creative.
For example, if your objective is to kill target X, it's important that there's not one "correct" way to do this. So long as target X's health points = 0, then you're good.
Does that mean you can drop a box on his head to kill him? Sure.
Could you get in position for a takedown? Absolutely.
Is it possible to put a breaching charge on a mini-drone and fly it through an entire level, while luring the assassination target to somewhere he isn't normally and then fly the drone into his face? With the right skills, abilities, and map knowledge, sure. Maybe it's even possible to do this without even setting foot inside the target building.
While this is all good, crazy fun, emergent gameplay is about something deeper.
It's about making the player the hero.
Often, we find that games are about developers telling the player how to do things. Telling the player what to think. Showing the player how cool their animations are. Showing players how clever their dialogue is. The focus, it feels is on the developer rather than on the player (where we believe it should always be).
We don't want the player to think about us at all.
We want them to forget that we even exist.
We made the game but now the game is theirs.
So on one hand, Darkspy is about making the player feel like an uber-badass covert ops super agent. But, on a deeper level, it's about giving them a challenge that they can overcome in their own unique way. It's about giving them something to be proud of.
This pillar delivers: