Immersion breakers

Recommended Videos

SonicWaffle

New member
Oct 14, 2009
3,019
0
0
This thread is about things in gaming that really bug you, not because they are bad in and of themselves, but because they pull you up short and remind you that you're just some dude pitting his wits against a piece of code rather than The Chosen One, Saviour Of Mankind.

Recently I've been playing Oblivion, and while it really is a great game there are a couple of things that make me stop and think "WTF was the reasoning behind this?". Please note that I'm not talking about bugs (audio or visual), or Oblivion's well-documented issues with the number of voice actors and the strange way characters look at you. I'm talking about things which are clearly intended to be part of a game, but just don't sit right.

Now, enough explaining, on to the tedious whining!

My first issue with Oblivion is shop limits in comparison to item values. Each trader or fence has a maximum limit they will pay for an item; for example, if a trader has a maximum limit of 500 and you try to sell them an item which is worth 1000, the maximum you're going to get for it is 500 because they cannot go any higher. With me? Good.

Now, where this becomes a problem is that the upper limit seems to be very low. The best I've found so far is about 1500. This seems pretty cool, getting 1500 gold for one item is pretty sweet, right? Well, it is, except that later in the game you're picking up loot that is worth many, many thousands of gold coins. Personally I no longer bother looting anything worth less than 4000 gold. What struck me is that this is nothing more than a reflex action on my part; I see a high value item, and I loot it. Simple. When I come to sell it though, I'm only going to get (at best) 1500, so why the hell did the devs code items of such high value? Every time this happens, it pierces the suspension of disbelief a little. Is there really any point to massively valuable items that you cannot sell? Cyrodill seems fairly prosperous, there must be at least some shopkeepers willing to pay more than a quarter of an item's value! They seem quite happy to sell me items that cost more than their upper limit, so where are they buying their stock?

My second problem, and I feel stupid even saying this, lies with the motivation of the NPCs. Most are fine, they have a storyline or are just running their shop or doing their job. The ones that really piss me off are bandits, the classic RPG staple. In Oblivion, loot drops tend to scale with the player rather than the NPC: at level 5 you'll be picking up junk whereas at level 30 you'll be picking up much nicer items even if you're killing the same NPC. I can see the idea behind it, who wants to play for 50 hours and still be looting the same rusty iron daggers?

What pisses me off about it is that every time I kill a bandit, a dude who sleeps in a tent in the woods and waylays travellers for the few coins they have on them, the bastard is wearing a suit of armour and wielding a sword that costs more than my house!. Every single time it happens it jerks me right out of the fantasy, because why the hell is a dude who is actually wearing more loot than I've found in an entire castle standing out in a forest stealing from peasants? You're supposed to be a desperate man, driven to lawlessness out of desperation! Did you turn to highway robbery because you spent all your bloody money on shiny armour?!

TL;DR - poor design choices can damage a fun experience, even when they are incredibly minor in the scheme of things.

Ahem. Sorry, rant over with. Anyway, the point of the thread (other than to give me a place to whinge) was so that you guys can share your own experiences with bad design choices that like to kick your suspension of disbelief in the nuts. Go crazy!
 
Apr 28, 2008
14,634
0
0
The biggest immersion killer to me is when first person games don't let you see your damn feet.

I don't care how immersive your story is, how amazing and atmospheric it is, its all fucking pointless if I can just look down and realise I'm just a floating camera with .

Nothing rips me out of immersion more...
 

Cherry Cola

Your daddy, your Rock'n'Rolla
Jun 26, 2009
11,940
0
0
You think that's bad? In Morrowind, I couldn't even sell the most expensive swords, not even for smaller prices.

Bulldongle!
 

Hazy

New member
Jun 29, 2008
7,423
0
0
Irridium said:
The biggest immersion killer to me is when first person games don't let you see your damn feet.

I don't care how immersive your story is, how amazing and atmospheric it is, its all fucking pointless if I can just look down and realise I'm just a floating camera with .

Nothing rips me out of immersion more...
I completely agree.

Lack of visible limbs just drives me straight from the experience.
Like how in Half-Life 2, Gordon Freeman happens to possess the only car known to man that is capable of driving itself around - steering and all.
 

Layz92

New member
May 4, 2009
1,651
0
0
I don't know if you could call it a bug but it snaps me out of a game when the animation of the character running isn't quite in speed with the rate at which your figure is moving forward. Also strafing while running forward and all that happens is you doing a weird running diagonal slide Instead of your legs twisting slightly or turning your body or whatever they feel like throwing in to cover you running in a game.
 

Lullabye

New member
Oct 23, 2008
4,425
0
0
[HEADING=2]PRESS X NOT TO DIE![/HEADING]
But besides giant glowing controller symbols on the screen, I'm pretty okay.
Though I was just playing Fallout 3, and I had this ghoul dude named Charon following me around, and I was just about to snipe this one super mutant's face off in my V.A.T.S(where I only had a 30% chance to hit, with all the perks.....he was really far away, almost a blur), when I was about to pull the trigger, slow mo style, Charon suddenly fires off the most accurate shotgun blast I've ever seen, effectively turning the mutant into red mist. Oh, And my sniper rifle shot? It hit dead on. I even got a critical. But the game glitched. and did about three little bars of dmg.
Fallout. Fuck you.
 

SonicWaffle

New member
Oct 14, 2009
3,019
0
0
Layz92 said:
I don't know if you could call it a bug but it snaps me out of a game when the animation of the character running isn't quite in speed with the rate at which your figure is moving forward. Also strafing while running forward and all that happens is you doing a weird running diagonal slide Instead of your legs twisting slightly or turning your body or whatever they feel like throwing in to cover you running in a game.
I know exactly what you mean. In Oblivion and Fallout 3 the movement usually matched the speed, and when you changed directions or walked sideways the animation did show it, but your feet never quite connected with the ground properly. It creates a strange experience where your character appears to be floating about 1 centimetre above the ground, especially when strafing sideways or going up a slope.
 

Cid Silverwing

Paladin of The Light
Jul 27, 2008
3,134
0
0
Assassin's Creed, both games, are just 10 hours of no immersion whatsoever. It's like I'm about to lose myself in the world and then I see the "glitches" and I'm instantly reminded it's VR.
 

Legion

Were it so easy
Oct 2, 2008
7,190
0
0
As much as I enjoyed Mass Effect 2, there were two major immersion breakers for me:

The 'mission complete' section at the end of side-quests and main missions. It doesn't fit with an RPG, especially one such as Mass Effect. If it were an option to view in your private terminal then fine, but it shouldn't be mandatory.

The second is the repetition of NPC conversations, I get sick of hearing those two Volus buying things every single time I go to Illium. They should switch up the NPC's and have a dozen or so conversations for each, it wouldn't have been hard.

Cid SilverWing said:
Assassin's Creed, both games, are just 10 hours of no immersion whatsoever. It's like I'm about to lose myself in the world and then I see the "glitches" and I'm instantly reminded it's VR.
This too, it's even crazier that they did it on purpose rather than as an oversight.
 

Twad

New member
Nov 19, 2009
1,254
0
0
SonicWaffle said:
Oblivion is deeply broken on so many levels, i simply cant enjoy playing it anymore, even with mods. So yeah.

Immersion breakers for me is when the game reminds me im playing a game by:

-invisible walls
-Unjumpable chest-high walls
-Indestructable wooden doors/glass where it doesnt make sense
-Words poping up on screen, or damage numbers floating, names, whatever.
-When the only option to progress is to make an obviously stupid/suicidal decision.
-Stupid AI
-Quick time events of ANY kind
-Stupid scenario with stupid villian
 

Meggiepants

Not a pigeon roost
Jan 19, 2010
2,536
0
0
Irridium said:
The biggest immersion killer to me is when first person games don't let you see your damn feet.

I don't care how immersive your story is, how amazing and atmospheric it is, its all fucking pointless if I can just look down and realise I'm just a floating camera with .

Nothing rips me out of immersion more...
I hate it when I can't see my feet. I don't understand why you can't look down and see your feet.

It does kind of bother me as well that you can carry thousands and thousands of bottlecaps in Fallout, and only a handful of fission batteries. Surely the 60,000 bottlecaps I'm carrying around take up more weight and space than the 4 fission batteries in my pack.
 

DeadlyYellow

New member
Jun 18, 2008
5,141
0
0
SonicWaffle said:
I know exactly what you mean. In Oblivion and Fallout 3 the movement usually matched the speed, and when you changed directions or walked sideways the animation did show it, but your feet never quite connected with the ground properly. It creates a strange experience where your character appears to be floating about 1 centimetre above the ground, especially when strafing sideways or going up a slope.
Plus at higher character speeds they would just slide along the ground during the run animation. It's what happens when you just increase the distance covered without actually tweaking the animation.

Gets more hilarious with view distance. In a few (mostly older) games when you got some space between an npc, their pathing would still be active but not the animation so they would just be sliding around motionless.
 

SonicWaffle

New member
Oct 14, 2009
3,019
0
0
Machines said:
The second is the repetition of NPC conversations, I get sick of hearing thise two Volus buying things every single time I go to Illium, they should have day/night like Fallout 3 and switch up the NPC's and conversations based upon whose there and what time it is.
Yeah, good point. If I have to hear another citizen of Cyrodill talking about how much they hate mud crabs...

Really, it's great that we have NPCs who wander around and talk to each other, and on occasion (Oblivion again) the exposition can be useful for finding out new rumours to investigate, but most of the time characters draw from such a small bank of sentences that they end up repeating themselves all the time.

Machines said:
Cid SilverWing said:
Assassin's Creed, both games, are just 10 hours of no immersion whatsoever. It's like I'm about to lose myself in the world and then I see the "glitches" and I'm instantly reminded it's VR.
This too, it's even crazier that they did it on purpose rather than as an oversight.
I actually found that knowing I (Desmond) was in VR actually increased the immersion factor. I was always fully aware I was running around inside a VR matrix, and the occasional visual glitches kept reminding me of it, which made me feel like I was actually experiencing things the way Desmond would. Does that make sense to anyone but me?
 

fletch_talon

Elite Member
Nov 6, 2008
1,461
0
41
Pokemon. I know its not the most immersive game to start with, but when people start going on about how they're EV training and restarting their game to get a Lugia with the right nature and stats and blah blah blah.

And yes I know they find it fun, but it irritates me to listen to or read about it because to me, games needn't be so damn competitive and involve so much work. That's one of my issues with WoW as well. It seems very few people want to explore the amazingly huge and detailed world that's been created cuz they're too busy getting their top tier armour sets and such.

Both these examples also lead to end game symmetry. Where everyone looks the same/similar to everyone else because there are specific armour sets/parties that are just better meaning anything else becomes redundant.
 

ArcWelder92

New member
Aug 25, 2008
62
0
0
Irridium said:
The biggest immersion killer to me is when first person games don't let you see your damn feet.

I don't care how immersive your story is, how amazing and atmospheric it is, its all fucking pointless if I can just look down and realise I'm just a floating camera with .

Nothing rips me out of immersion more...
This is an epidemic in Metro 2033. Everything is set in first person and when you climb ladders it shows your hands, but whenever you're sitting as a passenger in a vehicle you can spin around 360 degrees without any sort of resistance, like you've mastered your control over gravity and are showing off to the other men. It completely takes me out of a game when it seems like common sense to include something, even as minor as that, yet somehow they overlooked it.
 

Chipperz

New member
Apr 27, 2009
2,593
0
0
SonicWaffle said:
My first issue with Oblivion is shop limits in comparison to item values. Each trader or fence has a maximum limit they will pay for an item; for example, if a trader has a maximum limit of 500 and you try to sell them an item which is worth 1000, the maximum you're going to get for it is 500 because they cannot go any higher. With me? Good.

Now, where this becomes a problem is that the upper limit seems to be very low. The best I've found so far is about 1500. This seems pretty cool, getting 1500 gold for one item is pretty sweet, right? Well, it is, except that later in the game you're picking up loot that is worth many, many thousands of gold coins. Personally I no longer bother looting anything worth less than 4000 gold. What struck me is that this is nothing more than a reflex action on my part; I see a high value item, and I loot it. Simple. When I come to sell it though, I'm only going to get (at best) 1500, so why the hell did the devs code items of such high value? Every time this happens, it pierces the suspension of disbelief a little. Is there really any point to massively valuable items that you cannot sell? Cyrodill seems fairly prosperous, there must be at least some shopkeepers willing to pay more than a quarter of an item's value! They seem quite happy to sell me items that cost more than their upper limit, so where are they buying their stock?
See, I like this because it adds to the immersion - these people are traders. They are the ones that took bartering from a stall to a proper shop, and won't have a problem fleecing a person, paying, say, 500 Septims for an item worth several thousand and then selling it at cost.

On the other hand, that upper limit also makes sense - why spend thousands of gold on something that could go for 10,000 if there are very few people that could buy it? It's madness to just buy everything at 50% cost and then sell it for 110%, because when you get to the ultimate weapons of unearthly deathness, you'll probably never sell it. If you can get a sword worth 40,000 for 1,500, on the other hand? Even if you don't sell it, the chance that you might and get 38,500 Septim profit would be worth it. Buying for 20,000 might be more than you have in your whole store, however.
 

Mr Snuffles

Owner of Mister Toast
Apr 15, 2009
434
0
0
My biggest immersion killer is repeated sounds when a continued action is going on...

For instance, in Just Cause 2 (One of my favourite games of the decade by the way), I have found very few immersion breakers, but when I am on a road trip on a motorbike, when I reach top speed, the top speed noises repeat over and over and over again, and it's really noticable...