IMMERSION VS. GAME MECHANICS
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The premise and the experience are what your players are looking for, and not the gameplay. If the gameplay provides immersion, then it succeeds. If the gameplay isn’t linked to the premise of the game, if it doesn’t support the immersion of the game, then it isn’t doing its job.
To what extent do you agree with this statement?
For me, the experience is melded in with the gameplay, but I'm just wanting to hear to what extent should gameplay be considered detrimental to the immersive experience of the visuals/sound/atmosphere/storyline? What is the few tips you find that remind you to balance these factors appropriately?
To what extent do you agree with this statement?
For me, the experience is melded in with the gameplay, but I'm just wanting to hear to what extent should gameplay be considered detrimental to the immersive experience of the visuals/sound/atmosphere/storyline? What is the few tips you find that remind you to balance these factors appropriately?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
This is basically the opposite of how I feel. Immersion is only useful to the extent that it doesn't get in the way of gameplay. Making the player feel like the game makes sense is important, but in the end, if the game isn't fun, nothing else matters.
You can generally figure out a way to explain any gameplay mechanic anyway. Especially in fantasy or sci-fi, which is 95% of video games.
You can generally figure out a way to explain any gameplay mechanic anyway. Especially in fantasy or sci-fi, which is 95% of video games.
Aye, immersion can come entirely as a bi-product of good game mechanics. Focus on making the game work without bugs or irritations and you'll naturally get immersed in it regardless of quality or style. You could go back and play a 20 y/o space-shooter with two colours and an 8-bit voiceover, but if the game is fun and plays well, you'll just melt right into it and forget everything else.
Focussing on immersion as a primary thing will tend to just wind up getting games overloaded in dialogue, text dumps or overly complex graphics (that tend to backfire, knowing that the more realistic graphics are, the more you notice flaws) and a lot less time gets spent on mechanics.
Immersion comes naturally with good gameplay, but good gameplay isn't necessary a bi-product of decent immersion.
Focussing on immersion as a primary thing will tend to just wind up getting games overloaded in dialogue, text dumps or overly complex graphics (that tend to backfire, knowing that the more realistic graphics are, the more you notice flaws) and a lot less time gets spent on mechanics.
Immersion comes naturally with good gameplay, but good gameplay isn't necessary a bi-product of decent immersion.
I don't exactly agree with the first part of that quote. I guess what players look for in a game depends from person to person, and they're all valid reasons. Also it is possible for gameplay to 'succed' without immersion... But I wholeheartedly agree with the second part of the quote, and I think the key word is "support". Ideally, all game elements should 'support' each other.
Now, if a developer feels appropriate to give one element more weight than the other I guess that's valid too. I just hope this comes from a full conscious decision and not just some excuse to avoid work. It is typical that you hear things like "games don't need fancy graphics" or "games don't need to have stories" etc. But they typically come from people with a myopic point of view. People who can't do those things for shit, and that's just their way to pat themselves on the back for not learning how to do them. xD /rant
At what point is gameplay detrimental to immersion? I guess that would be when there's no consistency between what you can do in one and the other. For example, when you can bring back characters from the brink of death at any time in battle, but when a character needs to die for plot reasons, no amount of Phoenix downs or Life spells are going to change that; that's kind of cheap. It's no big deal, but if the players notice stuff like that it means you're not being careful enough when laying the rules of your world.
Now, if a developer feels appropriate to give one element more weight than the other I guess that's valid too. I just hope this comes from a full conscious decision and not just some excuse to avoid work. It is typical that you hear things like "games don't need fancy graphics" or "games don't need to have stories" etc. But they typically come from people with a myopic point of view. People who can't do those things for shit, and that's just their way to pat themselves on the back for not learning how to do them. xD /rant
At what point is gameplay detrimental to immersion? I guess that would be when there's no consistency between what you can do in one and the other. For example, when you can bring back characters from the brink of death at any time in battle, but when a character needs to die for plot reasons, no amount of Phoenix downs or Life spells are going to change that; that's kind of cheap. It's no big deal, but if the players notice stuff like that it means you're not being careful enough when laying the rules of your world.
Makes me think of the Prison level in FFVIII, when Quistis goes on and on about how they can't heal because of some arbitrary "anti-magic field" that appeared out of nowhere from the story, and with your weapons confiscated, you're forced to use Zell who fights with "these fists 'o mine".
But then you can take Zell out and just Thundaga the bitches who have your weapons. Anti-magic field? Not on my watch!
/immersion, for story purposes but not gameplay. /wrists.
But then you can take Zell out and just Thundaga the bitches who have your weapons. Anti-magic field? Not on my watch!
/immersion, for story purposes but not gameplay. /wrists.
I consider gameplay more important than immersion, but immersion is still not unimportant. You can make small gameplay sacrifices for large immersion gains, but if you make huge gameplay sacrifices, you're doing something wrong.
That said, usually when there's a gamplay vs something else conflict that harms immersion it's a totally unnecessary conflict. Example, the heroes surrender to soldiers who they could have beaten had the game entered combat mode. In this case, you can have maybe five times as many soldiers appear than what the player usually fights in combat and that way make surrendering more logical. If the player isn't convinced that 20 soldiers is to much even though she/he normally only fights 4 of them at a time, chance is you made combat to easy.
That said, usually when there's a gamplay vs something else conflict that harms immersion it's a totally unnecessary conflict. Example, the heroes surrender to soldiers who they could have beaten had the game entered combat mode. In this case, you can have maybe five times as many soldiers appear than what the player usually fights in combat and that way make surrendering more logical. If the player isn't convinced that 20 soldiers is to much even though she/he normally only fights 4 of them at a time, chance is you made combat to easy.
Depends on what type of game it is. If you're playing a visual novel game, for example, immersion is most likely going to come before gameplay. If you're playing Tetris, on the other hand, gameplay is king and immersion takes a back seat. Not to say that both can't be combined though, as games with innovative mechanics that work with that game can really immerse you into the game.
The tetris example pretty much applies to what I said.
Mind that Immersion doesn't necessarily mean "I totally believe I'm in this world, omg it's so real", because immersion is something that's lost the minute the very thing occurs to you; you can't be aware of immersion and be immersed at the same time.
What I mean is that you can play tetris for six hours and be completely absorbed by it; that IS immersion, when you forget the world around you even exists because you're busy playing this wee game. Even a simple one like tetris.
Honestly, I don't think you can really do anything to "create" immersion. Immersion is automatic, it's already there for the player. All a developer can do is fuck it up with logical inconsistencies, bugs, graphical inconsistencies, grammar/dialogue screw-ups, irritating gaem mechanics etc, thus implying that a developer "trying to create immersion" is really just trying to create a game that's smooth and bug free.
Every flaw and weirdness in the game breaks immersion slightly, but there's never really anything you can do to actually create it, as such.
At least not when you can play retro games like Asteroids and be completely absorbed without stopping and thinking "god damn, when I press X, my guy just rolled over the wall instead of crouched behind it, bloody game..." akin to more modern games that really aim for it and only really make you ever more aware that it's just not quite the same.
Mind you, none of this matters if the game is just smooth and bug-free because it completely lacks any gameplay or mechanics at all~
Mind that Immersion doesn't necessarily mean "I totally believe I'm in this world, omg it's so real", because immersion is something that's lost the minute the very thing occurs to you; you can't be aware of immersion and be immersed at the same time.
What I mean is that you can play tetris for six hours and be completely absorbed by it; that IS immersion, when you forget the world around you even exists because you're busy playing this wee game. Even a simple one like tetris.
Honestly, I don't think you can really do anything to "create" immersion. Immersion is automatic, it's already there for the player. All a developer can do is fuck it up with logical inconsistencies, bugs, graphical inconsistencies, grammar/dialogue screw-ups, irritating gaem mechanics etc, thus implying that a developer "trying to create immersion" is really just trying to create a game that's smooth and bug free.
Every flaw and weirdness in the game breaks immersion slightly, but there's never really anything you can do to actually create it, as such.
At least not when you can play retro games like Asteroids and be completely absorbed without stopping and thinking "god damn, when I press X, my guy just rolled over the wall instead of crouched behind it, bloody game..." akin to more modern games that really aim for it and only really make you ever more aware that it's just not quite the same.
Mind you, none of this matters if the game is just smooth and bug-free because it completely lacks any gameplay or mechanics at all~
Just a quick thought - Immersion can also be broken by things that come across as wildly out-of-place, like a clown running around the battlefield in Call of Duty. That's the sort of thing that shatters the suspension of disbelief. If your theme and setting don't create a space for a clown... don't add a clown.
Gameplay mechanics are important, but in some cases immersion is as big a part of the gameplay. Games like Shadow of the Colossus have good but not astounding mechanics, yet are memorable due to the experience created by the immersion, theme, aesthetic, whatever you wanna call it.
You can make a game with simple mechanics good if you can create deep immersion. The kinds of players that like deep, complex mechanics might not care for it as much, but the people who love wild, emotional themes will love it. It's probably good to pick one and stick with it, rather than trying to make a game that will appeal to everyone.
Gameplay mechanics are important, but in some cases immersion is as big a part of the gameplay. Games like Shadow of the Colossus have good but not astounding mechanics, yet are memorable due to the experience created by the immersion, theme, aesthetic, whatever you wanna call it.
You can make a game with simple mechanics good if you can create deep immersion. The kinds of players that like deep, complex mechanics might not care for it as much, but the people who love wild, emotional themes will love it. It's probably good to pick one and stick with it, rather than trying to make a game that will appeal to everyone.
author=slashphoenix
You can make a game with simple mechanics good if you can create deep immersion. The kinds of players that like deep, complex mechanics might not care for it as much, but the people who love wild, emotional themes will love it. It's probably good to pick one and stick with it, rather than trying to make a game that will appeal to everyone.
That's the thing I was trying to get at. Is it sometimes better to focus on the user experience rather than the list of gameplay "systems" or "features". Games like Ico and Shadow of the Colossus capitalize on this, but even games like Super Mario -- is the plot of Super Mario an excuse plot? But yet you get immersed in it anyways.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Super Mario is the exact polar opposite of a focus on immersion at the expense of gameplay.
author=LockeZ
Super Mario is the exact polar opposite of a focus on immersion at the expense of gameplay.
Agreed in that the gameplay creates/supports immersion. But what kind of gameplay does not create/support immersion? What comes to mind for me is the feature-loaded RPGs with this combat system and that menu system + crafting + locksmithing + every other feature under the sun and 1000 characters, multiparty system with open-ended quests, as opposed to a simple platformer that sucks you into its experience. I'd say the 2nd game is a ton better.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
If your definition of immersion is engaging gameplay, then this topic is pretty stupid, because the two things you're contrasting are exactly the same thing.
I assumed that by immersion you meant that everything that happens in the gameplay makes sense within the plot. For example, unlimited ammo breaks immersion.
I assumed that by immersion you meant that everything that happens in the gameplay makes sense within the plot. For example, unlimited ammo breaks immersion.
I try to keep gameplay and immersion together as much as possible, because I dig RPGs with internal logic that makes sense, but there is a line you have to draw, mainly because it wouldn't be much fun if your characters died from receiving one good mortal blow with a sword and had to micromanage their inventory to make sure they weren't carrying too many swords. (though there is an upcoming game, TUG, that purports to do just this and it sounds pretty rad)
I'll always side with gameplay over immersion if there's a conflict; at the end of the day however realistic I want my game to be, the player is looking for something that's fun to play.
I'll always side with gameplay over immersion if there's a conflict; at the end of the day however realistic I want my game to be, the player is looking for something that's fun to play.
author=LockeZ
If your definition of immersion is engaging gameplay
I'm meaning immersion as in the deep mental involvement of the mind in the world of the game. A game with outstanding visuals, rich soundscape and engaging atmosphere such as Journey, Dear Esther or even RPG-Maker-game Star Stealing Prince, may lack in the gameplay department, but each gameplay mechanic serves the overall immersion of the game.
I am of the view that if a gameplay mechanic does not serve the immersion of the play in the game's experience, then it deserves to be discarded. Pushing limitations on a game such as this increases the innovation, and I think there should be less focus on "engaging fun gameplay" in games, but rather innovation and new, adventurous experiences. Ico, for example, is a really good model of gameplay supporting immersion. It's just a basic platformer basically, with light puzzle elements etc., but it's set in a world so vibrant and immersive, that it's one of the best games made of all time, and engages you from start to finish.
There are a few little examples of Mario games adding immersion, and I'd say the game that did it best (while preserving mechanical fun) was Super Mario 64. A lot of the little secrets around the castle were both fun to discover while also adding to the idea that this castle was a huge, mysterious world to be explored - for example, the secret Peach window that takes you to the star race, or how entering the Wet-Dry world painting at a certain height changes the water level, or how if you get sucked out the waterfall in the Metal Cave, you come out the waterfall in the castle's moat. These are all minor examples that also serve mechanical purpose, but they did a good job of making the castle real.
I think the Zelda games did this even more with secrets. A large point of gameplay in Zelda is finding every secret, which serves to make the world feel big and immerse you while also just being a lot of fun. Majora's Mask did this especially well with the people's schedules and the moon falling, but I also thought this scene from Ocarina of Time was a good example:
It's little stuff like this that serves the mechanics while also giving the game a sense of "realism", or at least helping the player suspend disbelief.
Anyway, my two cents! We think of gameplay as being all about the player's choices and mechanical control, but the stuff they can't control is just as important to the experience :)
I think the Zelda games did this even more with secrets. A large point of gameplay in Zelda is finding every secret, which serves to make the world feel big and immerse you while also just being a lot of fun. Majora's Mask did this especially well with the people's schedules and the moon falling, but I also thought this scene from Ocarina of Time was a good example:
It's little stuff like this that serves the mechanics while also giving the game a sense of "realism", or at least helping the player suspend disbelief.
Anyway, my two cents! We think of gameplay as being all about the player's choices and mechanical control, but the stuff they can't control is just as important to the experience :)
Ico... is a really good model of gameplay... it's set in a world so vibrant and immersive, that it's one of the best games made of all time...
What Ico is, is one of the most overrated games of all time. Yeah, I get it, it was an "experiment" on minimalistic design and whatnot. But as a game it was very disappointing. It was easy, short, frustrating - having to drag around a retarded AI is one of the worse things a game can do to you... Fancy graphics and music are not enough to make a game enjoyable. That's just as shallow as a game lacking those elements to provide context. Thankfully, Shadow of the Colossus was a more well-rounded experience. =P
author=alterego
What Ico is, is one of the most overrated games of all time. Yeah, I get it, it was an "experiment" on minimalistic design and whatnot. But as a game it was very disappointing. It was easy, short, frustrating - having to drag around a retarded AI is one of the worse things a game can do to you... Fancy graphics and music are not enough to make a game enjoyable. That's just as shallow as a game lacking those elements to provide context. Thankfully, Shadow of the Colossus was a more well-rounded experience. =P
Oh, I see what you mean. It's overrated by critics, though, you could say it was underrated by players because it performed so poorly in sales, at least initially. I really liked it, though, because maybe I'm looking for something different in games. For me, if you can do an adventure game without combat involved, you've done a very skilful thing.
I think it kind of depends on what game you are making. If you make a marioesque Jump n' Run, I'd say gameplay is more important.
In a horror game, though (for example) the immersion is absolutely crucial to the experience. Silent Hill 2 had shitty combat and (mostly) shitty puzzles but it's still a great game because it manages to suck you in with it's atmosphere and effed up characters.
Ideally, of course, you manage to balance the two concepts so that the gameplay supports immersion and the atmosphere and "feel" of the game doesn't get in the way of the fun. Half Life did a good job with that in my opinion, it's very fun to play but still manages to tell an engaging story without having to interrupt the gameplay with overly long cutscenes.
But yeah, overall I'm leaning more towards immersion than gameplay as well, although I'm not sure that's a good thing.^^ I always come up with story, characters and overall mood of a game first and then try to shoehorn in a gameplay mechanic that hopefully fits these things.
In a horror game, though (for example) the immersion is absolutely crucial to the experience. Silent Hill 2 had shitty combat and (mostly) shitty puzzles but it's still a great game because it manages to suck you in with it's atmosphere and effed up characters.
Ideally, of course, you manage to balance the two concepts so that the gameplay supports immersion and the atmosphere and "feel" of the game doesn't get in the way of the fun. Half Life did a good job with that in my opinion, it's very fun to play but still manages to tell an engaging story without having to interrupt the gameplay with overly long cutscenes.
But yeah, overall I'm leaning more towards immersion than gameplay as well, although I'm not sure that's a good thing.^^ I always come up with story, characters and overall mood of a game first and then try to shoehorn in a gameplay mechanic that hopefully fits these things.



















