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===Emergence=== Define the properties of in-game objects and how they interact. "Hardcoding" leads to more "hardcoding" which leads to a game which is both more complicated and slower. As an example, all action films have both mooks (those nameless thugs that get beaten up by the dozens or hundreds) and villians (named characters who are usually as good, if not better, than the protagonist). We could either define two classes of enemies, the mook and the villian, giving those classes different rules, or we could just define a person class which can vary between being very strong (villian) and very weak (mook). Doing the first choice is probably easier than the second, but what happens when we want to add lieutenants (henchmen of the villian who are stronger then normal mooks)? We would have to add in a henchmen class with the first choice but with the second we already have the lieutenant possibility so there's no need for creating new rules and content.
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