Is exploring an empty space part of immersion?

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wolfwood_is_here

Self-Aware Hypocrite
Jun 27, 2008
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Played through STALKER:SoC and CoP again and what stuck out this time was how much empty space there can be to explore, and how it helped add to the game experience. It got me thinking about how in many games, there can be different amounts of "empty space" which serve no purpose but to add to the ambiance.

An empty building you can explore but doesn't have anything in it of value.

Now, at the same time, there are some games which let you "look but not touch". There are restrictive elements which have you in the back of your mind going "why can't I go there?". Sometimes this is manifest by invisible walls, or closed doors we can't open.

How much freedom to explore, and how much empty space does it take, for you to feel immersed in an environment? Does it impact you at all? Is there a game which is better at this than another?

Just curious as to know where others are at. ^_^
 
Oct 2, 2010
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Yet another thing where the closest thing to a right answer is "it depends on the game."

Some games use it brilliantly, though I don't think I'd be particularly interested in Super Meat Boy if every level started with a 10-minute hike through empty space.
 

Paksenarrion

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Mar 13, 2009
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I want to be able to interact with the environment, no matter where I am in a sandbox game. Let's say there are trees. I want to chop them with my hand.

Also, I want things to possible happen in a sandbox game, depending on in-game time. For example, if it was day time, it would be safe to explore wherever I wish. However, at night, there might be...I don't know...skeletons or zombies or things that explode that are out to get you.

So, empty space should not be literally empty. It should have something I can interact with, or at the very least, give me a reason to want to explore empty space. I'm even willing to play a game that consists mostly of "empty spaces". Like an exploration game of some kind.

"rovermat Study"?
 

MiracleOfSound

Fight like a Krogan
Jan 3, 2009
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Depends on the game.

I like my shooters and platformers to be relatively linear but I enjoy my long RPGS and open worlders to have lots of space.

That said, New Vegas was too empty for my tastes. The map was too large for the meagre amount of interesting locations in it.
 

Brawndo

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Jun 29, 2010
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I think that's role-playing for role-playing's sake, but I'm pretty sure most players would rather have something to do and interact with
 

No_Remainders

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Sep 11, 2009
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Paksenarrion said:
I want to be able to interact with the environment, no matter where I am in a sandbox game. Let's say there are trees. I want to chop them with my hand.

Also, I want things to possible happen in a sandbox game, depending on in-game time. For example, if it was day time, it would be safe to explore wherever I wish. However, at night, there might be...I don't know...skeletons or zombies or things that explode that are out to get you.

So, empty space should not be literally empty. It should have something I can interact with, or at the very least, give me a reason to want to explore empty space. I'm even willing to play a game that consists mostly of "empty spaces". Like an exploration game of some kind.

"rovermat Study"?

So in other words, you want to play Minecraft?

Sounds good to me!

Yeah, spaces are good when it's done right but only if it suits the game.
 

Sad Face

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Oct 29, 2010
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Tupolev said:
Yet another thing where the closest thing to a right answer is "it depends on the game."

Some games use it brilliantly, though I don't think I'd be particularly interested in Super Meat Boy if every level started with a 10-minute hike through empty space.
Pretty much. Empty space can be immersive, if it's made interesting or intriguing in some way...but I hate games that consist mostly of travelling through literal empty space.

Wind Waker is a good example of this, I loved the open water, but sometimes it was a little too much.
 

V8 Ninja

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May 15, 2010
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It really depends on how the empty space is used. In Half-Life 2 and its episodes, the empty space that is there gives the world a sense of scale. However, if a game has a three-story building filled with absolutely nothing, then that's just a tease to the player.