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Is Immersion Important to You as a Player?
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<blockquote data-quote="innerdude" data-source="post: 8809612" data-attributes="member: 85870"><p>For me personally, when I'm talking about "immersion," I'm talking about <em>deep </em>immersion --- the type of immersion where the edges of the imagined and real space blur, the thought processes and emotions of the character become co-evident in my own thoughts and feelings, where you can put a real "voice" or "presence" to the character in a highly realized way and have that voice or presence play out in ways that matter to the character-as-if-the-character-were-real.</p><p></p><p>This kind of deep immersion falls in line with what [USER=16586]@Campbell[/USER] describes as "bleed." There's a temporary meld between me the live person and the fictional character.</p><p></p><p>So when people talk about "immersion" as being "things just make sense and the fiction has verisimilitude and I can picture my character in the game world," that's not what I consider immersion. Or I should say, that's <em>shallow </em>immersion, if that's even a valid descriptor. Deep immersion goes several steps further. </p><p></p><p>I'd almost say "shallow immersion" is better termed as just <em>adherence to genre convention</em>. It's probably a prerequisite to immersion per se, but isn't itself immersion.</p><p></p><p>The question, as always, is if immersion is a desirable quality in RPG play, how does one generate it?</p><p></p><p>One of the more contentious claims in the RPG hobby is that "trad" play is both privileged and unique in its ability to generate immersive play---that the consistency of the shared imaginary space is paramount to generating immersive play, and the only way to get that consistency is to give GM unlimited authorial control over the game world. </p><p></p><p>My experience the past 5 years tells a much different story. GM authorship is a non-sequitur as it relates to immersion generally.</p></blockquote><p></p>
[QUOTE="innerdude, post: 8809612, member: 85870"] For me personally, when I'm talking about "immersion," I'm talking about [I]deep [/I]immersion --- the type of immersion where the edges of the imagined and real space blur, the thought processes and emotions of the character become co-evident in my own thoughts and feelings, where you can put a real "voice" or "presence" to the character in a highly realized way and have that voice or presence play out in ways that matter to the character-as-if-the-character-were-real. This kind of deep immersion falls in line with what [USER=16586]@Campbell[/USER] describes as "bleed." There's a temporary meld between me the live person and the fictional character. So when people talk about "immersion" as being "things just make sense and the fiction has verisimilitude and I can picture my character in the game world," that's not what I consider immersion. Or I should say, that's [I]shallow [/I]immersion, if that's even a valid descriptor. Deep immersion goes several steps further. I'd almost say "shallow immersion" is better termed as just [I]adherence to genre convention[/I]. It's probably a prerequisite to immersion per se, but isn't itself immersion. The question, as always, is if immersion is a desirable quality in RPG play, how does one generate it? One of the more contentious claims in the RPG hobby is that "trad" play is both privileged and unique in its ability to generate immersive play---that the consistency of the shared imaginary space is paramount to generating immersive play, and the only way to get that consistency is to give GM unlimited authorial control over the game world. My experience the past 5 years tells a much different story. GM authorship is a non-sequitur as it relates to immersion generally. [/QUOTE]
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