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This article first appeared on my personal blog.
I have built most of my career on and around immersive games; in particular, that murkily defined subsection of first-person action games known as immersive simulations. That genre, defined by the titles of Looking Glass Studios, Ion Storm Austin, and Irrational Games, has experienced a minor resurgence during this generation. But the term "immersion" has also been co-opted as a buzzword for big budget games, where it may be used to mean anything from "atmospheric" to "realistic" to "gripping."
Recently, Robert Yang wrote an article in which he suggested that "immersion" is now merely code for "not Farmville" and that we as developers should abandon the term.
Although I agree with Yang regarding the unfortunate overloading of the word "immersion," I believe there is still value in using the word to describe that particular brand of games which evoke that particular kind of player engagement. I propose that instead of abandoning all concept of immersion, we establish a clearer understanding of what makes a game immersive.
Justin Keverne (of the influential blog Groping the Elephant) recently said to me: "I once asked ten people to define immersion, all ten said it was easy, all ten gave different answers."
This is my answer.
Immersion not about realism
"Realistic" is an unfortunate appraisal in games criticism. Realism is a technological horizon: the infinitely distant goal of a simulation so advanced that it is indistinguishable from our reality. This is problematic for at least two reasons.
As a simulation approaches the infinite complexity of reality, its flaws stand out in increasingly stark contrast. This effect is customarily called the uncanny valley when referring to robotic or animated simulations of human beings; but I find Potemkin villages to be a more apt metaphor for its effect on video games, as a modern action-oriented video game needs to simulate much more than one human character. Games have advanced over the past two decades primarily along the axes of visual fidelity and scope, with very few games exploring the more interesting third axis of interactive fidelity. This arms race toward faux realism has produced a trend of highly detailed but static environments: doors and cabinets which cannot be opened, lights which cannot be switched off, windows that do not break, and props which are apparently fixed in place with super glue.
The second problem with the pursuit of realism is that reality is not particularly well-suited to the needs of a video game. Reality can often be dull, noisy, or confusing; it is indifferent to an individual and full of irrelevant information. A well-made level is architected, dressed, and lit such that it guides the player through its space. Reality is rarely so prescriptive; its halls and roads are designed to lead many people to many destinations. In fact, those non-interactive doors and lights which reveal the pretense of a game world are non-interactive specifically because they don't matter. This paradox between the expectations of a realistic world and the prescriptive focus of a video game becomes more apparent as games move toward greater realism.
For these reasons, the pursuit of realism is actually detrimental to immersion.
Immersion is about consistency
In his postmortem for Deus Ex, Warren Spector described how the team at Ion Storm Austin cut certain game objects because their real-world functionality could not be captured in the game. It may not be realistic or even especially plausible that Deus Ex's future world would lack modern appliances, but the decision to cut these objects unasked the more obvious questions about their utility.
Consistency in a game simulation simply means that objects behave according to a set of coherent rules. These rules are often guided by realism, because realism provides the audience with a common understanding of physical properties, but they are not beholden to it. Thief's exemplary stealth gameplay is based on a rich model of light and sound, quantized into a small number of intuitive reactions. In BioShock, objects exhibit exaggerated responses to real world stimuli like fire, ice, and electricity; but also to fictional forces such as telekinesis.
Adherence to a set of rules provides the opportunity for the player to learn and to extrapolate from a single event to a pattern of similar behaviors linked by these rules. In their GDC 2004 presentation Practical Techniques for Implementing Emergent Gameplay, Harvey Smith and Randy Smith showed how simulations with strongly connected mechanics may allow the player to improvise and accomplish a goal through a series of indirect actions. When a player is engaged in this manner, observing and planning and reacting, she is immersed in the game.
Immersion is broken by objects which behave unexpectedly or which have no utility at all. When a player attempts to use one of these objects, she discovers an unexpected and irrational boundary to the simulation--an "invisible wall" of functionality which shatters the illusion of a coherent world. Big budget games seem especially prone to this failure condition, as they contain large quantities of art which imply more functionality than the game's simulation actually supports.
Immersion is a state of mind
As I suggested above, a player becomes immersed in a game when engaging with its systems with such complete focus that awareness of the real world falls away. Immersive sims, a more strictly defined genre, may exhibit certain common features such as a first-person perspective or minimal HUD. While these aspects may be conducive to player immersion, they are not strictly necessary; any game which produces this focused state of mind is immersive. (In fact, one of the most immersive games I have played recently is the third-person Dark Souls.)
Outside of video games, there is a term for this state of mind of complete focus and engagement: flow.
Immersive video games are those which promote the flow state via engaging, consistent mechanics, and sustain it by avoiding arbitrary or irrational boundary cases.
Further reading
Adrian Chmielarz recently published a piece criticizing the ways in which highly scripted games break immersion, and suggested a contract of sorts in which players would forego game-breaking behavior if developers would smooth over the edge cases that reveal the boundaries of a game's scripting.
Casey Goodrow wrote a response to Chmielarz's article in which he further highlighted the tense relationship between immersion and realism and argued that a player who breaks a game by boundary testing its systems is actually immersed in that game.
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But I pine for games that put is into a place. If we took recent games off the table, then what's the ultimate in immersion, for you?
Tricky.
And it still doesn't need to be realistic or high fidelity! My ultimate immersive game is System Shock 2, which does such great things with sound design and VO that I can easily look past the dated graphics and get absorbed into the world of the Von Braun.
Playing intellivision, one of their first games released was " auto racing", in where you race around tracks in neighborhoods. The game itself was fun and well made for its time, but what me and my brothers loved about the game was the fact that if you slowed way down, you could drive through "backyards" and patches of trees and if you were really careful you could discover another track/set of streets to drive. Now I am sure this was just happenstance in how the designer had to program all the levels and so forth, but the outcome was fantastic.
No artificial boundaries, realistic and surprising results that came from curiosity. That I sit here 30 years later and it still brings back found memories and has guided some of my design choices just shows how important immersion is and can be.
And to be honest , Immersion will be the industry buzz word these next 10 years as Oculus looks to take us all on the next step of gaming.
Not only do we not need techno-fetishist photo-realism for games to be immersive, we don't need even broad realism. Imagine something less realistic than a soldier running and dodging around as fast as he can in order to make himself a tougher target, willing to die as long as he gets two enemies first! But that's the way many FPS are played, and FPS tend to be a poster-child for immersion. Heck, a good tabletop D&D game can be quite immersive, with no graphics at all. Perhaps immersive just means "it takes me far away from mundane reality". Which can be accomplished different ways for different folks.
Immersion happens when we engage with those systems and adapt our behaviour to stay within their rules.
An invisible wall could have a legitimate game-world-consistent explanation, it all depends on how weird the world is you have created. I really appreciated 'Far Cry 2' for the way it avoided having an intrusive HUD. I could accept it in the cockpit of a jet, or a high-tech nanosuit, but the reintroduction of an overlaid "radar" in its sequel seemed to me to be a retrograde step. I deeply disliked the shower of damage points and textual messages that were overlaid on your combat in 'Borderlands', but then my anti-HUD opinion was challenged by my finally role-playing 'Bulletstorm' as a sadistic drunk and was rewarded with a cluster of don't-take-this seriously-it's-only-a-game bad puns. I then realized that HUDs didn't necessarily break immersion provided that they were done in the spirit of things, enhancing your experience with appropriate feedback.
I really like the integration of social components in Dark Souls, I think it does not break the immersion much:
- social actions are gameplay elements, rather than just a chatbox
- social actions have deep coherency with the game's reality (ghosts becoming humans progressively with the humanity level, etc...).
- user messages have constraints that allows only a few combinations of words. While it's somehow frustrating, the result is that it still offers some liberty to fool other players and as a player you will only get messages that are coherent within the game's environment and style.
This is interesting in my opinion because it kind of succeeds in bringing immersion-disruptive elements and still keeps its desired immersion level.
But with the new consoles, I tend to be pessimist on what can come out of the new social component that will tsunami solo games. I fear that the democratisation of such tech could be a backward step for immersion because of poor implementations.
He is 100% correct. Rather than try to bend and twist the term immersion in order to keep it relevant, I think we should all embrace it's irrelevancy and try to come up with better words for what we feel when we play games. Let's face it, nobody literally thinks they are "inside" a game when they are playing it. They might feel absorbed in the same way they are absorbed by a good movie, which simply means to be focused on it, but that's a little different.
And yes, when most people use the word "immersion," they are using it as a pseudonym for "realism." That's why immersion is usually tied to things like first person games, the lack of HUDs, realistic graphics, interactivity, and A.I. to make game characters behave as realistically as possible. These are all things which make a game world more realistic. Keep this in mind whenever you hear the word "immersion" in conversation, you can substitute it for the word "realism" and 99% of the time it will make perfect sense. There's a very, very good reason for that.
So let's just get rid of the fancy buzzword, stop pretending like we are talking about a high concept, and just be a little more honest.