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FKR: How Fewer Rules Can Make D&D Better
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<blockquote data-quote="EzekielRaiden" data-source="post: 9034628" data-attributes="member: 6790260"><p>Well, my notion was that I had already given a clear definition for my position: that "immersion" is ill-defined, and the only things which actually unite it, based on how it is used, are that it is a smooth, effortless experience of...something, whatever the intent may be.</p><p></p><p></p><p>Okay. I don't get what "immersion in world" means that is not "the simulation is really good, so that I don't really <em>notice</em> that it's a simulation." So...what is that, exactly? What do you mean by being "immersed"? The literal definition is irrelevant (no dipping into liquids here), the relevant meaning is metaphorical: to be "deeply involved," synonyms: engross, absorb, bury, consume, wrap up, spellbind, etc. Hence why I speak of smoothness and effortlessness: nothing distracts from the experience of play, and thus, for some few moments, the world falls away, leaving nothing but thoughts about the imagined space. But design solely directed at "remove distractions" isn't going to get you anywhere; it is like designing a car exclusively for comfort, without considering what the car needs to <em>do</em>. No one wants a vehicle to be any more <em>un</em>comfortable than they can afford--more comfort is always better than less, assuming money permits. Yet a vehicle designed only for comfort, with genuinely <em>no</em> other concern, <em>lacks an engine</em>. And "comfort" varies; a comfortable mini-van is spacious and flexible, able to hold many passengers without feeling like you're being squeezed into a tin can, while a comfortable sports car may literally only seat two, but handle like a dream and so smoothly accelerate you feel like you're one with the vehicle.</p><p></p><p>So: What does "immersion in world" mean? What do you <em>do</em> to have it, which is distinct from articulating a world with such smooth, natural presentation that one cannot help but forget about the material world for a time?</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9034628, member: 6790260"] Well, my notion was that I had already given a clear definition for my position: that "immersion" is ill-defined, and the only things which actually unite it, based on how it is used, are that it is a smooth, effortless experience of...something, whatever the intent may be. Okay. I don't get what "immersion in world" means that is not "the simulation is really good, so that I don't really [I]notice[/I] that it's a simulation." So...what is that, exactly? What do you mean by being "immersed"? The literal definition is irrelevant (no dipping into liquids here), the relevant meaning is metaphorical: to be "deeply involved," synonyms: engross, absorb, bury, consume, wrap up, spellbind, etc. Hence why I speak of smoothness and effortlessness: nothing distracts from the experience of play, and thus, for some few moments, the world falls away, leaving nothing but thoughts about the imagined space. But design solely directed at "remove distractions" isn't going to get you anywhere; it is like designing a car exclusively for comfort, without considering what the car needs to [I]do[/I]. No one wants a vehicle to be any more [I]un[/I]comfortable than they can afford--more comfort is always better than less, assuming money permits. Yet a vehicle designed only for comfort, with genuinely [I]no[/I] other concern, [I]lacks an engine[/I]. And "comfort" varies; a comfortable mini-van is spacious and flexible, able to hold many passengers without feeling like you're being squeezed into a tin can, while a comfortable sports car may literally only seat two, but handle like a dream and so smoothly accelerate you feel like you're one with the vehicle. So: What does "immersion in world" mean? What do you [I]do[/I] to have it, which is distinct from articulating a world with such smooth, natural presentation that one cannot help but forget about the material world for a time? [/QUOTE]
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