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Jose Zagal

I asked Warren about that later in the day and he basically agreed with me that when there is more than one player involved, "emergent" behavior is not only expected, but easy to create. It sort of comes with the package. Multiplayer implies emergent behavior.


I agree completely! Where I'm going with this in my own work is thinking about crafting emergent social behavior, what Joseph Beuys called "social sculpting." To me there is something inherently contradictory about this, but that's what makes it so interesting: how can you plan for that which is unplannable? And yet we can look for patterns and hopefully learn from those patterns, methods of "second order design" that will enable us to enrich emergence for players in various contexts.

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