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ambient play systems

published 2025 jun 19


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bibliography

a maze. (director). (2022, october 3). a maze. / berlin 2022: ambient play systems (in and outside of games) by flan falacci [video recording]. http://archive.org/details/a-maze.-berlin-2022-ambient-play-systems-in-and-outside-of-games-by-flan-falacci

description

flan falacci showcases the relatively unspoken playstyle known as "ambient games." these games feature a lack of interaction from the player and focuses primarily on procedural generation with interpretive results.

annotations

timestampnotes
(00:01:40)falacci is a game designer who focuses on procedural generation.
(00:03:00)after dark is a screensaver program that featured many stylistic and procedural screensaver designs. falacci remembers watching them for long periods with friends.
(00:04:23)falacci reveals that watching sport, observing racing raindrops on a window, watched a marble race, and many others as engaging in as ambient play style.
(00:05:05)systems (games) do not need to be complicated to engage the play through an ambient play style.
(00:07:22)falacci reveals that ambient play is not a new concept as egyptian culture has given rise to the game "senet" which is entirely dictated by dice rolls without any particular control to play movement.
(00:08:16)ambience exists in different acts as well. referred as an "engagement style."
(00:09:02)falacci differentiates their definition of "ambient" from general use. general use refers to a calm and peaceful theme that may still require proactive engagement. falacci defines "ambient" but instead as low interactively but high observation.
(00:12:07)falacci establishes a set of guidelines for ambient games:
  • high system autonomy
  • high unpredictability
  • low player's influence
(00:15:09)falacci mentions that most games are a mix of ambient play and choice-driven play.
(00:17:19)falacci advocates for designing simple rules to find interesting results, pointing to conway's game of life as an excellent example.
(00:18:24)falacci created a simple simulation that mimics dog social behaviors. from falacci's observations, the dog sims would group up and stick together for a small duration before dispersing to other dogs, similar to a party.
(00:19:10)falacci has five categories for common ambient play styles derived from players:
  • golden result
    (players vying for a particular result.)
  • my result, not yours!
    (players waging against each other.)
  • divination/intepretations
    (players deriving higher meaning.)
  • narrative creation
    (players associating a narrative with the game.)
  • just observing
    (players passively observing the mechanics of the game.)
(00:21:12)falacci provides examples of the common play styles
  • observer style:
    nature, simulation, sandboxes, screensavers
  • golden result:
    shiny pokemon, gacha, dvd logo
  • narrative style:
    characters, sims
  • my result, not yours
    rooting for a team
  • divination/interpretation:
    digital divination systems
(00:24:40)falacci mentions examples of digital ambient game:
  • after dark screensavers
  • seaman
  • conway's game of life
  • david o'riley's mountain
  • tomodatchi life
  • noby noby boy
  • endless forest
  • brave mouse cartographer
  • ian cheng's emissaries
(00:27:55)falacci discusses the experience a player has when they have no control over a system. when luck is the central focus of a game, players still care deeply about the outcomes.

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