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Original post by irbrian
It''s very simple. What I want in games is not reality, but immersion . There''s a fine line between the two, but there is a definite separation.
Sounds logical, but consider this for a moment. Imo, and in some other people''s opinions, Marshall McCluhan for one (the most revered master of perception and communication), you are so immersed already in reality to think you are not is to not recognize who you are where you are when you are there doing what you are doing. The immersion you experience in reality is so complete and total we frankly mistake it, and thus look for escape in non-realities, or illusions, surrealisms, fantasies, etc.
That does not mean you cannot have a highly detailed realisitic simulation of reality running before your eyes on your monitor in the game loop and not be having an amazingly escapist, entertaining and immersive experience. Twilight Zone proved this decades ago, and there are probably better examples to cite.
There is not even a comparison between the degree of immersion your self has in real reality and any other medium you can name, at least until you can program the peceptual cortex of the mind.
The difference is that you have tons of preconcieved notions, expectations, reliable experiences and evolutionary traits that make the reality your self is completely immersed in
appear predictable, boring and unimmersive. But the truth is, there is no other thing extant you could be more immersed in than reality.
McCluhan used an image metaphore to convey this distancing we set up from the reality we are immersed in and the fantasy we seek escape through via the parable of Narcissus and the pool of water.
We pay more attention to our reflection in the pool of water back to ourselves, and project upon that reflection all sorts of imaginative alterations (I''m handsome, strong, wise, immortal, pick-your-archetype, etc.) that we completely forget we are there, and begin to see the reflection as reality. this is how badly we want to escape our boring lives. Reach out too far and touch the reflection, and the perception is destroyed, and, you might not ever come back to reality in the perceptual sense. Your body will still be on the planet breathing and moving, but your mind and perception are no longer here. Losing touch with reality is essentially the loss of your mind, not exactly my personal preference. Escaping in digestible degrees of fantasy or surreality we tend to call entertainment.
This is a big reason why movies are shown in the dark, for the comfort and anonymity they give us while we escape, allowing perceptual anchors through destimuli enhancing the experience of projection (staring into the pool) for the viewer. Early films were not shown in the dark, the house lights were kept up and the screen was highlighted. It was discovered frankly by accident people liked movies better when they saw them in the dark, and exhibitors and producers got better response without having to enhance content quality.
To argue against simulations of reality is to deny that ultimate immersion is already going on around you, you just happen to be paying more attention to the reflection than the self due to the familiarization reasons cited above.
Perception is a tricky thing, if you really investigate it. It is said that perception is reality, but that is for weak minds; the minds who believe the reflection is reality and not the self stooping by the poolside, imo. Reality is reality. Nothing can be a substitute for it that is not a surreality or fantasy or projection.
That is why McCluhan arrived at the notion that the medium is the message ultimately. If that is true, then immersion is the degree to which you buy into the message the pool of water and what you see in the reflection gives back to you, but your total immersion is still stooping beside the pool looking in. Now, that''s playing games.
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Immersing a player in a game may be facilitated by making certain elements feel more realistic, but that doesn''t mean we''re trying to simulate reality. For instance, in designing a First Person Shooter, I might choose to incorporate one-hit kills and location-based injuries. But in such a case, the decision would be made on an educated assumption that the player''s emotional experience would be intensified. On the other hand, I would not incorporate, say, one-hit fatal injuries -- meaning a player who is critically wounded lies helpless on the ground waiting indefinitely for medical aid. That would be realistic, but would not very fun for a player who''s character has been heavily wounded.
Whoever said reality had to be fun? a lot of us would say it''s not all the time. Fun is not the test of immersion, immersion is only the degree to which we invest ourselves in the suspension of disbelief in the fantasy we are engaging interactively in.
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I say, by all means, endeavor to immerse the player in your game, and heighten the emotional experience in any way you can. But DON''T put your focus on realism unless you''re specifically building a simulator.
Or, the game you are designing can be told best in the context of a realistic looking gameworld. It''s not a either or, it''s a design decision chosen to best support the experience you are developing for the player. Oregon Trails would have been a big disconnect if played on a starship. GTA would have been silly and probably not have sold may shipped units if it had been played on an alien planet. It''s what the design calls for that is best for gameplay and the user experience you are developing, not whether you totally invest in non-realism or realism.
In fact, the two are not essentially competitive, so I don''t even know why you are arguing them against each other.
Adventuredesign
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Brian Lacy
ForeverDream Studios
Comments? Questions? Curious?
brian@foreverdreamstudios.com
"I create. Therefore I am."