Gaming Immersion: What really adds to it

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P.J.Fry

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Apr 9, 2007
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So this week i re-installed two games. First up was Deus Ex 2. Although i was worried about what Fans had to say about this sequel (i only played DX1 thus far)i just wanted a game with that certain science fiction/cyberpunk mood.
Maybe the Game ain't that bad, but after about an hour playtime, i deinstalled it. Good, the game has aged, but in that hour of playtime i felt the story was too rushed, the combat to rigid and most of all, the Level Design was just horrible.
When i first entered Seattle, i felt i was going through a hotel lobby, rather than a city or even a small city district or, for that matter, even a street. And even if the scenery gave me a certain dystopian feeling with Police-Robot-Things, Religious Cult People and other people roaming about, but still, it felt rather empty. In fact, even the Apartements i visited looked like you could live in, but still felt totally unoccupied.

So for this and the other reasons i mentioned, i deinstalled it again and in search for another Ego-Shooter distraction, started playing Doom 3 again.
And within a minute or two, i was totally immersed. True, the Levels of Doom 3 may be very linear and claustrophobic, but you got everywhere these.....traces of life, so to say. You have these usable Computer Interfaces, which i think are praised enough already, but are still amazing everytime you see them because they are not only usable, but useful in a sense that they look more realistic than those in various sci-fi movies. Then there are machines that are not only static things, but actually moving parts that at least seem to serve a purpouse. And even if you look at the less obvious parts of the Level, you see empty coke bottles, paper, magazines and whatever else scattered anywhere, giving the impression that somebody had "lived" there for a moment or two.
It is just amazing how, compared to a epic Sci-Fi-Shooter-RPG Hybrid, the rather simplistic straightforward Shooter got me immediately in the right atmosphere.


And i think that is really what is important when crating atmosphere in today's games: Making the World believeable.

For example: Which game do you find more immersive: Gears of War or Half Life 2 ? Gears of War may have amazing graphics and is (in my opinion) great gameplay and an alright Story, but it is pretty much nothing compared to Half Life 2, a game that not only has great gameplay, but a astounding Level of Detail in the design apartement and a tight atmosphere that the player will feel (most of all) through the believable Human Interaction between NPCs. And if you think about it, these latter two things do pretty much nothing to the Game itself.


I think the lesson behind all that is: When you create a game where every inch of the Gaming World is is well thought out and designed, players will not only forgive some shortcomings in other departments, but will have a enhanced experience that cannot be archieved by great Gameplay alone.
 
Apr 12, 2007
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Hi PJFry,
I agree with you but I m a half-life fan.
What about Nintendo? Their philosophy is mostly based on great gameplay and unrealistic environment. Yet their games can be very immersive.
 

P.J.Fry

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Apr 9, 2007
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Well, i think even in Nintendo Games you find these "immersive Details". Like the Visor View in Metroid Prime, or the well thought out side characters in Zelda Titles...
 
Apr 12, 2007
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So your point is not about graphic achievements like hi res, special fx, etc but about level design and effective metaphors to represents a living world? In your examples, you mentioned details that contribute to your definition of "immersive" and they are mostly based on graphic capabilities. Can you mention some games that have basic graphics and non realistic environment that you find immersive, and even harder, a game that has no more than 5 years?
 

P.J.Fry

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Apr 9, 2007
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Well, the thing is, the Thing about immersion i wanted to point out was sorely based on Games that play out in relativy realistic enviroments.
Of course i consider Games like Tetris or Advance Wars "immersive" too, but in another way (i think describing this would be a thread on its own)

But (of course), i do not think that immersive atmosphere is only created by graphical power. Another examples for Games that create the right "feeling" are for me for example Half-Life 1 (the guys at Valve just know thier stuff), Baldurs Gate 2 (although there are Dungeons that look very constructed, most of the game serves well with a beliveable game world, excellent Art Design, fantastic characters and the massive possiblities that are given to you) or Stalker (abeit some glitchy, unsatisfying Gameplay).

I'd even say Text-Adventures can be extremely immersive, as long as they are well written (if it describes a room like "you are in a room with a table and a phone and a dead guy lying on the floor", that won't be enough)
 

Andy Chalk

One Flag, One Fleet, One Cat
Nov 12, 2002
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In spite of its quirks, its flaws, and its overall Russianness, I think STALKER stands out as one of the finest examples of immersive gameplay to hit the PC in an awfully long time. "Immersion" is a term that gets tossed around pretty easily, and people have a way of defining in whatever terms are convenient at the time; I've always felt that a game's best immersive qualities are much like the devil, in that they're both in the details. A convincing, carry-you-away gameworld can only exist if the small bits, the parts you may not even notice overtly, are properly taken care of.

STALKER is great for this. The guys sitting around the fire, laughing and shooting the shit, are a great addition to the game, even though they don't really do anything, but the real genius lies with the decision to not translate their dialogue: not only does it help keep things fresh (being non-english, it's much more difficult to determine when it starts repeating), but it's also much more appropriate for the Russian (actually Ukrainian, I believe) game setting.

It's generally easier for "realistic" games to achieve deeper immersion, but highly fictionalized games can certainly pull it off. The Thief games (especially the first two) and Homeworld come to mind as examples of games that absolutely suck in the player by way of solid gameplay wrapped up tightly with a compelling plot, great storytelling, outstanding voice acting, and so forth. Much of it may seem superfluous, but when all the various parts are brought together properly, it makes all the difference.
 

David Miscavidge

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Dec 13, 2006
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Malygris said:
I think STALKER stands out as one of the finest examples of immersive gameplay to hit the PC in an awfully long time.
I just finished S.T.A.L.K.E.R. tonight and I would have to very much agree with you. It's the little things with that game--the really natural NPC behaviors, the leaves and particles blowing around in the wind, the periodically changing weather. It's a little less forgiving difficulty-wise than most shooters, And even that difficulty contributes to the cold, paranoid atmosphere.

I think also that they chose a setting that they couldn't go wrong with--I've been fascinated with the '86 disaster for years, and there was something rivetingly creepy about situating a game in an actual depopulated place where I'd honestly be scared to physically go.

It's not really a spoiler, so I'll say it: If you follow one of the possible storylines, at the end, for an extended period, you get to run around the outside of the facility. The sarcophagus, the reactors and all. (From what I can tell from Google Maps it's a pretty accurate re-creation of the actual place.) It's a huge, gorgeous environment, and I found the whole section weirdly poetic for a shooter game.