An article on PC Gamer talks with Mojang's Markus 'Notch' Persson and Tobias Möllstam about 0x10c, their upcoming space simulation. "The goal is to have it feel a bit like Firefly," says Notch. "You can try to land on a planet but you mess up and, instead of having the ship just explode like it would in real life, the landing gear gets broken. Then you have to try to fix that by finding resources. Instead of the adventure being flying from here to here, it’s: I set the destination, oh god I hit a small asteroid and the cloaking device broke. I think they really nailed that kind of emergent aspect in FTL." They also include a link to this trailer showing footage of a "first draft" of an "art test" for the game.
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Creston wrote on Oct 13, 2012, 19:01: The trailer is stupid, tbh, as I see nothing there to even get remotely excited about. Why are his laser bolts flying towards that planet? Does his space ship have no windows? (to be fair, I watched it with the sound off, so maybe he explains that.)
The more interesting thing would be if he made an emergent gameplay rogue/fps variant. However, he mentions FTL which, quite frankly, has zero emergent gameplay. Every single thing that happens to you in FTL is scripted. It happens randomly, but all those encounters are scripted. FTL doesn't throw something at you that the devs didn't prepare.
So him saying "Oh, and the landing gear breaks, and you have to spend resources to fix it" isn't emergent, because he'd script for the landing gear to break.
The point of mentioning FTL and the landing gear is that he wants to emphasize it not being a game about flying a ship through space, but a game about working on and managing a ship flying through space.