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  Designing for Immersion: Recreating Physical Experiences in Games
by Michael Thomsen [Design]
10 comments Share on Twitter Share on Facebook RSS
 
 
January 7, 2010 Article Start Page 1 of 4 Next
 

It's easy to think about games in terms of winning and losing. They are a series of increasingly complex challenges that you either pass or fail. Reaching a fail state leads the player to a bitter few seconds of rebuke, before he or she is presented with the same problem again. This is the oldest and most basic stricture of game design, from Jacks to Go.

The inherent power of video games is their ability to make take these rudimentary principles of interaction into an authored space that affects a player's senses. I remember teaching my younger cousin how to play Super Mario Bros. when we were kids. At every jump she jerked the controller upwards, and she cried out in mock pain upon falling into a lava pool.



Immersion is a concept that appears with great frequency in game design, but the means to conjure it can be elusive.

For all the attention to detail put into art and animation, inconsistent AI or awkward lip-synching can make players roll their eyes. Likewise, a grainy DS Pokémon game on the Nintendo DS can hold young players rapt for hours.

How do games hold players' attentions without running aground on disbelief and incredulity? How can designers turn a feeling into lines of code, and then into an experience that moves a player to keep pushing through an interactive fantasy?

It Moved Me, and It Moves Me Still

Movement is the most basic element of 3D game design. You can create a world and a series of rules to govern the objects in that world, but until there is a cipher to move among those objects the game is lifeless. Movement is also the first and most persistent layer of interaction which developers are able to communicate with players.

"Movement is the core of the game and because of that we focused heavily on that until we got it right," said Owen O'Brien, senior producer on DICE's Mirror's Edge. "The movement was the first thing we developed before Faith, before the story, before anything else."

Without a cutscene, dialog box, or instructional manual, character movement can communicate a lot of dramatic qualities. In Mirror's Edge, the emphasis on momentum and slight left to right movement of the camera with each step, subconsciously draw players towards its acrobatic gameplay.

Killzone 2 and Gears of War give players a sense of constraint with the lumbering movement animation that subconsciously encourage methodical play and special attention to cover.

"We had a series of designer-constructed test rooms for every aspect of player movement so we could prototype everything in exhaustive detail," said Michael Kelbaugh, president and CEO of Retro Studios, discussing the development of Metroid Prime. "Only when we had that really mastered did we begin the bulk of world construction."

It can be tempting to rush past this stage of the prototyping process to get to the actual content creation, but having an evocative movement system can be a turnkey in evolving a staid genre. Need for Speed Shift took one of EA's annual franchises out of the oxidizing conventions of its predecessors by focusing on first person racing.

After bottoming out with 2008's Need for Speed Undercover, Shift added twenty points to its Metacritic score on a wave of largely admiring reviews.

"The key aim with the cockpit view was to translate that raw intensity that you feel in a real-life race car to a player holding a control pad," said Andy Tudor of Slightly Mad Studios, describing Shift's design. "At high speed we do a combination of things; blurring the cockpit out to make you concentrate on the upcoming apex, camera shake, and even having the driver's hands shake and grip the wheel tighter as they try to control the car. All these combined give you the cues you need to get an exhilarating sensation of speed."

These ambient flourishes suggest consequence to the in-game action that has a real-life counterpart. It's one thing to see your in-game performance evaluated through abstract meters in a HUD, but it's much more frightening to think a mistimed input could send you through the terrible experience of a full speed car crash in first person.

It can be easy to think about what the player is supposed to accomplish, but the best games also focus on what they want their players to feel while they busy achieving objectives.

"We wanted the player to feel as if they were actually inside Samus' helmet," said Kelbaugh. "Our first idea was that beads of water could appear on the faceplate when Samus moved into and out of water or steam. When this test worked so well, we began to look for more opportunities to use this function, like enemy goo, Samus' reflection, and so on."

With the recently released Dead Space Extraction, Visceral Games and Eurocom invested a lot of time in motion capture, facial animation, and creating a library of first person movements to create a more cinematic horror experience.

"We were pretty fortunate that Eurocom has a really fantastic motion capture studio right there at their offices," said Wright Bagwell, creative director at Visceral. "We basically had one of the actors carrying the camera around and they were just acting out these big scenes we had designed."

"We discovered early on that if you have a guy running around with a camera and you take that capture straight out of the studio, it can be pretty obnoxious."

 
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Comments

Matt Riley
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Great article. I always thought immersion was undervalued, but this article inadvertently made me reconsider that view with its mention of Mirror's Edge. Initially I was taken aback at the example, because Mirror's Edge was an almost unplayable experience to me. But thinking back on it, the areas it excelled at were what was mentioned here: running, movement, the ambient breathing, etc. All of this SHOULD have immersed me, and yet was unable to do so due to the various other factors of gameplay. My friends could not even watch me play the game because they got nauseous, and while it took a bit longer, extended play periods gave me headaches. It's clear from this article that DICE prioritized the immersion aspects, but I can only wonder how the game might have turned out if they had switched their emphasis to gameplay -- and possibly the win/lose scenarios that are spurned here.

Cesar Castro
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This is a great article indeed. Coincidentally, I am particularly interested in the subject and have been thinking about it for a while now. If you check http://gamingme.wordpress.com, there are 4 posts were I try to elaborate on gaming immersion. I would love to talk about it if you are interested.

Dustin Chertoff
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Very good article. I think it's very important to add one part: immersion (as defined in gaming circles at least), implicitly include the presence of narrative and engaging tasks/scenarios. Those components are equally important, if not more, to the sensory experience because they set the context wherein the additional sensations have any meaning. The sensory content needs to relate to the context where it is being used, otherwise it really is wasted geometry/sound.



As far as Mirror's Edge, they had a great concept with the fast paced running/jumping/acrobatics. Unfortunately, they included areas gun use was needed instead. Then there were the obligatory jumping puzzles where you would leap from one ledge to another 1000 times because you kept falling. The best part of the game was when you could be constantly moving and felt like you simply needed to run and jump as fast as you can. As soon as the game forced you to slow down, it really lost its edge.

Michael Thomsen
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Dustin: It's interesting, though. You make me wonder if I've left out puzzle games just by prejudice for story-driven ones. Have definitely gone through phases seeing nothing but falling tetris or lumines blocks, to say nothing of an electroplankton fetish. And then Guitar Hero plays combines a literal act with a totally abstract visual in a way that creates its own audio-visual immersion. Would be interesting to think about how much immersion is purely technical and how much comes from narrative investment...

Cesar Castro
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Well, it is my belief that you don't need narrative to get immersion. At least in a more generic definition of immersion. My wife is not a gamer like me, but she loves Lumines. Talking to her, she described immersion when explaining how she felt while playing.



Our minds have an amazing power of abstraction. Whatever game it is, if you forget the reality we are used to and only notice the reality the game offers, you are immersed in the game's universe. Be that Uncharted 2 or Tetris.

Dustin Chertoff
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Michael: Absolutely. I used to play so much lumines, that when I closed my eyes I would see shapes - and more so, I would run through how to handle various game states quickly. Even bejeweled blitz on facebook puts me into that state.



Immersion is far, far more than just the sensory experience. If you are interested, I would suggest you read about flow (being in the zone). Being incredibly involved in a task, such as intense concentration for a puzzle game, can also lead to a strong sense of immersion.



But, it is also important to note that games like lumines, tetris, bejeweled, puzzle quest, etc. all incorporate visual and sound effects. Completing a set of blocks makes noise and flashes the screen. Ever play a simple version of tetris without those effects? You'll get immersed in the game, but it won't be nearly as good of an experience as the full blown commercial tetris experience.



It's really all about appropriate holistic design. You identify the important components of the experience you want the user to feel, make sure you have that design handled, and then you add in complementary components. I actually studied this stuff in my PhD dissertation (how to maximize immersion through holistic experiences), and the more work I did on the science behind it all, the more I realized that it is very much an art form. You can understand how every theory relates - from sensation to cognition - but at the end of the day, when something works, you just know. That is art. And that is why two games following the same formula can have vastly different quality - one game has much better designers than another.



And it's also why designers are horribly underpaid in the games industry - and that's not just me saying that so I could find a high paying game design job instead of working as a developer for a simulation and training company. =)

Joshua Sterns
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I'm one of those freaks that really enjoyed Mirror's Edge. Not to get too far off subject, but ME had two big problems. Combat and death. Fighting was fun, but the timing was ridiculous. This resulted in many people who I've heard/seen play using guns. I'd prefer Faith having a knife and more effective melee combat. There also needed to be more areas where falling didn't result in death.



Back on subject. You don't need narrative to have immersion, but it sure does help. Bioshock (yes I know it's the easy example) has great atmosphere. Just from moving and looking around one can tell something crazy had occurred. Throw in some audio tape recordings and bam. The immersion is kicked up a notch. (sorry watching Emeril)



Batman: AA is another game that has great immersion. Walking around Arkham there are numerous audio and visual ques that encourage me to explore.



If Mirror's Edge had more then just immersible movements, then perhaps it would have had a greater impact. The dialogue, dying, the plot, and scripted events more often then not took me out of the game. This is part of the reason I enjoyed the Time Trials more then the campaign.



Guitar Hero, and similar games, requires consistent concentration to succeed. I can't casually look away from the screen as I can in other games. I don't know if that is immersion. Maybe if I started head banging, or rocking out while "jamming?"

Tim Carter
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"The inherent power of video games is their ability to make take these rudimentary principles of interaction into an authored space that affects a player's senses."



Ummm... No.



Games, traditionally, are about immersing someone in an imagined space. Not a sensory one. When you played Dungeons & Dragons, Diplomacy, Chess, any wargame, in the traditional way, you imagined a world in which actors were present making moves. There is zero sensory immersion in such a space.



Only recently, with 3D graphics, have games started to be about sensory immersion.

Michael Thomsen
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Tim: None of those examples have the literal capacity for sensory immersion in the way I described in the article. Their immersion stops with the creation of an imaginary space because that's as fair as the board game can take it. Video games vivify that form with the possibility of immediate sensory feedback in that imagined space. They work together, there's nothing to gain in keeping sensory immersion separate from design because of the precedent board games have set. I'd also submit the coin collecting sound in Mario or the explosion sound in Asteroids, or the blip of the ball hitting the racket in Pong as refutations of your last statement.

Maykel Braz
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I like the article, as I am a begginer in game design, sometimes we put this details aside, inconsciently. But they were always there, and they make a great difference in the final version. I can remember from SNES age, when the desiners tried to put this details, and they had to create workarounds because of the platform limitations.


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