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Is Immersion Important to You as a Player?
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<blockquote data-quote="Pedantic" data-source="post: 8812300" data-attributes="member: 6690965"><p>I don't know that I'd put this on the same axis as immersion. Using mechanics in that way is definitely something you could target as a design goal, but I think it's orthogonal and possibly in conflict with immersion in some cases. That same line of design thinking could easily lead you to pushing a mechanic that exists outside of a discrete action, for example, which could absolutely tell you something about what kind of story/concern the game is about, but I cited early as an unimmersive mechanical choice.</p><p></p><p>That's an interesting point. I'm tempted to say it's a design flaw to have such options in your game, but I think that's actually violating a design goal of balance, or fairness or equal contribution or something, not actually immersion. A game could offer stealth options and make those options ineffective, with the intent of encouraging players who pick that skillset not to use it. A rogue type character in that kind of setting would presumably know that they have a largely useless set of skills and only try to apply them in desperate gambits or ideal circumstances, and thus be well modeled by a player trying to play well.</p><p></p><p>I don't think that makes for a great game, but I don't think the reason is a failure of immersive design, so much as just kind of cruelty to some of your players?</p></blockquote><p></p>
[QUOTE="Pedantic, post: 8812300, member: 6690965"] I don't know that I'd put this on the same axis as immersion. Using mechanics in that way is definitely something you could target as a design goal, but I think it's orthogonal and possibly in conflict with immersion in some cases. That same line of design thinking could easily lead you to pushing a mechanic that exists outside of a discrete action, for example, which could absolutely tell you something about what kind of story/concern the game is about, but I cited early as an unimmersive mechanical choice. That's an interesting point. I'm tempted to say it's a design flaw to have such options in your game, but I think that's actually violating a design goal of balance, or fairness or equal contribution or something, not actually immersion. A game could offer stealth options and make those options ineffective, with the intent of encouraging players who pick that skillset not to use it. A rogue type character in that kind of setting would presumably know that they have a largely useless set of skills and only try to apply them in desperate gambits or ideal circumstances, and thus be well modeled by a player trying to play well. I don't think that makes for a great game, but I don't think the reason is a failure of immersive design, so much as just kind of cruelty to some of your players? [/QUOTE]
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