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<blockquote data-quote="Thomas Shey" data-source="post: 8300931" data-attributes="member: 7026617"><p>The people I've seen object to unrealistic elements in regard to immersion in the past have usually been mostly objecting to elements that are fourth-wall issues in one way or another.</p><p></p><p>The example I saw many years ago was a number of people had problems with highly genre-convention-centric genres because if they immersed properly, they wouldn't play the character appropriate to the genre. When suggesting this meant they needed to construct a model of a character who accepted the genre conventions implicitly (because you can't have a genre convention accepted explicitly, or its not a convention, its a setting conceit), the response was that would require them to engage with a character who felt insane. They were just not capable of firewalling off the convention elements while still being able to engage with the character on the level they wanted to.</p><p></p><p>As an example, people playing most superhero games kind of take it as a given that some things are just "as they are" and don't push on them; on an metagame level they just accept that they need to ignore that, and they aren't so deep into the character that the above problems come up, or they're good enough at firewalling that they can simply bypass the elements that would cause problems. If none of that is true than they end up trying to deal with elements of the world that no one either acknowledges are true, or that they don't consider relevant, and the character either starts acting really bizarre by the standards of the setting, or actively sabotages the game by doing things its tacitly accepted they won't do.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8300931, member: 7026617"] The people I've seen object to unrealistic elements in regard to immersion in the past have usually been mostly objecting to elements that are fourth-wall issues in one way or another. The example I saw many years ago was a number of people had problems with highly genre-convention-centric genres because if they immersed properly, they wouldn't play the character appropriate to the genre. When suggesting this meant they needed to construct a model of a character who accepted the genre conventions implicitly (because you can't have a genre convention accepted explicitly, or its not a convention, its a setting conceit), the response was that would require them to engage with a character who felt insane. They were just not capable of firewalling off the convention elements while still being able to engage with the character on the level they wanted to. As an example, people playing most superhero games kind of take it as a given that some things are just "as they are" and don't push on them; on an metagame level they just accept that they need to ignore that, and they aren't so deep into the character that the above problems come up, or they're good enough at firewalling that they can simply bypass the elements that would cause problems. If none of that is true than they end up trying to deal with elements of the world that no one either acknowledges are true, or that they don't consider relevant, and the character either starts acting really bizarre by the standards of the setting, or actively sabotages the game by doing things its tacitly accepted they won't do. [/QUOTE]
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