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Video games tend to be rather cryptic to those who have never played
them. Numerous icons, gauges, numbers and text are displayed all over
the screen, abstract sounds are aplenty, and somehow the player is
supposed to carry out seemingly complex tasks with a strange looking
input device. For some, video games are indecipherable. This becomes a
wall to immersion and hence to experiencing entertainment.
Immersion is achieved by eliminating confusion, doubt, frustration,
and also by keeping the experience's credibility as intact as possible.
A lot of game designers have been playing games since the days of the
Atari and as a result they are more likely to not only have a wider
threshold of tolerance than today's average potential gamer, but just
like a person who has been collecting comic books for decades they are
less likely to be critical of content that is irrelevant in today's
market.
This
scene happens at the beginning of "Tintin en Amérique", published in 1931.
Tintin gets imprisoned in a taxi with metal shutters, and after a brief
moment of panic, he escapes two frames later by pulling a saw out of
nowhere. Today, this would be considered a slap in the face of the
reader. It's taking him for a fool, opening the door to criticism, and
breaking the immersion. Why lock up the protagonist if he's going to
escape two frames later in such a dubious way?
This doesn't mean that all games should seek to be highly immersive,
if at all. It's all about context and premise. But for games with high
caliber presentations, games set in relative reality, and targeting a
wide market, I would say that immersion allows us to make the game
easier to decipher for people who aren't hard core gamers and
effectively make it more enticing. It increases the chances that the
people who see the game either in TV ads, trailers, and so on, will be
able to understand its context and develop an interest for it. This is
why pre-rendered cinematics are often such efficient marketing mediums;
they speak to the consumer without being limited by any constraints
linked to the gameplay such as camera, the presence of a HUD, etc.
A good example is Assassin's Creed, of which the premise was
presented in a way that made it extremely easy to decipher. But once
you actually play the game, it presents you with an extremely abstract
and invasive HUD, coupled with sound signals and some special effects
all linked to the gameplay, making it initially highly confusing if not
outright annoying. Add the learning curve to this and you've got a
pretty good recipe for making the experience more frustrating than it
should be. When the player is looking at the HUD for information, he's
not playing. It's a clear breaking point between playing the game, and
looking through a sort of digital guide or manual that gets constantly
updated. For a flight sim this is fine, it's part of the promised
experience, but for a game about assassins that was presented like an
action movie, it clearly isn't.
How does a movie audience feel as they notice that the city-smashing
monster they were supposed to be so afraid of has a zipper running down
his back? No one thought they were looking at an actual monster, but
suspension of disbelief allows people to put such conceptions aside.
The use of convincing special effects allowed the 1998 Godzilla movie
to be a hit, as silly as the subject was. Few would have sat through
the movie while eating and drinking ten dollars worth of popcorn and
soft drinks if it wasn't at least presented in a relatively credible
manner. The movie Cloverfield took a similar concept and used a
realistic and immersive approach to keep one emotionally hooked.
Immersion inherently softens criticism.
The gameplay should never feel like a mechanism, or a system. Yet we
keep employing terms such as gameplay mechanics, or systemic gameplay.
These are precisely the kind of concepts that break immersion, and that
effectively clash with a credible premise
In GTA, the gameplay mechanics or systemic gameplay are actually
presented in a way that is tied to the game's subject in a way that
they become acceptable. A lot of the systemic gameplay is extremely
boring, but gamers have either accepted them, enjoyed them, or simply
skipped them. Either way, in GTA's case it didn't break the immersion,
it remained believable, and this led to softened criticism. It's no
slap in the face like Tintin's escape or rubber Godzilla.

Of course it doesn't mean that HUDs should be eliminated, and that
everything should be realistic, GTA was not. It's simply a question of
trying to keep the gamer involved, and for us to stay behind the movie
screen. I would say that the worst one can do is break immersion in
situations where the player might be challenged, where there is a
chance of failure. In such situations, his sense of criticism increases
significantly, and so does his sense of reasoning. For example, it is
important to justify the presence of enemies. If there is a believable
explanation for respawning enemies, I guarantee you that it will
already be less frustrating than if it simply wasn't believable. It
won't necessarily be more fun for the player, but his critical sense
will be softened.
It's also important to make sure that goals and objectives are
justified. If he is unable to open a locked door and instead has to
walk all the way to a sparkling key in a trash bin at the end of a
monster-infested street, instead of bashing the door open or simply
getting in through the window, there's a strong chance that the player
will experience heightened levels of frustration if he gets hurt by the
monsters than if it had been under a more justified context where
risking his life would have made more sense. This way, the player won't
instinctively feel like the developers have setup the game against him,
which would lead to frustration.
Also, justifying the gameplay within a context simply makes life
easier for the player. It strongly helps casual gamers in understanding
what is going on, what one has to do, why, etc., simply because it's
more logical. So on top of what we developers setup for the sake of the
player, common sense steps in as an additional layer, which won't
happen if you have abstract or ridiculous gameplay mechanics. Immersion
is directly linked to believability, and believability rests on
reasoning. If I see an enemy in a guard tower, I understand the
implication, his potential area of movement, his potential line of
sight, and so on. If he is standing instead on a big chimney, I'm not
quite sure at all. Maybe he's highly athletic? Maybe he came out of the
chimney and can go back inside it? Maybe he can fly?
There are of course limitations when it comes to making highly
immersive games, mostly due to the limited control devices used as well
as for the need to provide the player with a forgiving sense of
awareness through the use of a HUD, but justifying a game's mechanics
by focusing on keeping the player immersed will go a long way in
providing the player with a respectable and emotional experience,
shielding us developers from heightened levels of criticism, while at
the same time preventing the game from becoming so cryptic in its
functions to the point where casual gamers will be frightened by the
seemingly complex if not abstract mechanics.
There are different needs of emotional involvement based on what
kind of game is produced but once expectations on his part have been
established based on what we showed him, trough marketing or other
means, we should make sure that the game will stick to the level of
credibility he is now expecting from the game. In the end, it's a
question of "is it fun?", and there are many roads to "fun".
Talented developers will be able to find ways to make a game
enjoyable without shattering the player's sense of immersion.
[Originally posted at http://www.allegory-of-the-game.com/]
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You brought very great points and that way to keep the players inside the box (dream state like) just can't be skipped.
I don’t think the average reader has trouble keeping “inside” the book because he or she can appreciate the adventure isn’t in any way “real” - this can be applied to games too. The problem is that not all comic-book artists have the wit and skill of an Hergé, and presumably not all game-writers do too.
And no problem about the mis-identification - although I did find it funny that of all the things of which “Tintin in the Congo” has been accused, the “improper use of a magical saw” has to have been one of the most unusual! ;-)