KISS is an acronym for “Keep it simple, stupid” as a design principle noted by the U.S. Navy in 1960. The KISS principle states that most systems work best if they are kept simple rather than made complicated; therefore simplicity should be a key goal in design and unnecessary complexity should be avoided.
Supposedly, the term was coined by Kelly Johnson: a lead engineer at the Lockheed Skunk Works. I think many of my readers are familiar with Skunk Works, but if you are not, you should have a look. It’s also worth noting that in his version there is no comma before the stupid. The idea behind this statement was a simple one. Out in the field, their products would often break down without a team of expert engineers to get the product running again. As such, he advocated that all systems be simple in nature so they could be understood by anyone. If the engineering principles were too difficult for a group of regular soldiers or engineers, their product wouldn’t get repaired – thus rendering it obsolete.
As it turns out, the Terminators sniffing out your blood are four plastic models sculptured to perfection. Perfect faces, perfect gaits, perfect lithe or muscular bodies – they seem to have come from a bubble box labelled “Extremely Fragile, Pointlessly Beautiful”. No human being is born this way, unless the evil Siri had a thing for vain beauty (which you know…all evil queens have). All four of them stare at you like lazy goats: unimpressed.
Emergent game-play is said to be the holy grail among many game designers. In some rare cases, we see examples of it in theme-park MMO’s. But most of the time, you will see emergent game-play in a sandbox MMO. The reason being that unlike theme-park MMO’s where everything is prepackaged, in sandbox MMO’s the developers usually provide a canvas like structure for players to paint on. In this 2 part article, I want to explore what exactly emergence and emergent game-play is, how it relates to the K.I.S.S. school of thought and how I would like to see it evolve in Dual Universe.