Consider this a response to every post that talks about "immersion" and how to achieve it and why it's good and all that jazz.
"Immersion" is quite the terminological bugbear. It's pretty much always defined in terms of "feeling like you're there" or whatever (see above). But half the time it's brought up it's really just a stand-in for any kind of interest or engagement. (People use the word in other ways, too. It's even worse than "roleplaying" in that respect.)
"Immersion" in the narrower, forget-it's-a-game sense is 99% bullshit.
I know I've never had an experience involving any medium -- movies, video games, flight-simulator-style amusement park rides, pen-and-paper roleplaying -- that I didn't recognize as mediated. Have you? Have you ever actually believed your were jumping on turtles or fighting zombies or hugging your Companion Cube, even for one second?
The awareness that you're engaging in something that's constructed -- "We're doing this but not really" -- is essential to any kind of play. That "... but not really" part is what creates the meaning in a game. Even, like, puppies scampering around with each other are aware it's not real. Without it, you're not playing at all. You're just doing something else (e.g. fighting). True "immersion" is the death of play and meaning.
The other flavor of "immersion" is really just anything that's interesting. How many special words for "I like this" do you really need?
Most discussions use the two interchangeably, which means that most discussions are little more than an unconscious rhetorical bait-and-switch.
This terminological haze leads to all kinds of statements that seem perfectly reasonable when you just say "immersion" a lot, but are really just nonsense and non sequitur. Take out the obfuscating window-dressing and you end up with silly ideas like:
"You want to keep your audience interested, so let's chase this phantom of really-there-ness all day in the hopes of achieving that."
"I was really interested at this point, so clearly it must've been really real to me rather than just, y'know, a cool story that I found interesting."
"The holodeck is 3-D and tactile while the PS2 is not, so the crappy boring live-action games Star Trek characters play are actually somehow more fun than any TV-and-controller game with real structure."
"I totally felt like I was a real person when I did this thing that only a hyper-stylized fictional character would ever do."
"Getting shot in the face is more fun when you really feel like it's happening to you."
Immersion: not a useful concept, not a good idea, and, most importantly, not the holy grail of game design.
-- Alex
"Immersion" is quite the terminological bugbear. It's pretty much always defined in terms of "feeling like you're there" or whatever (see above). But half the time it's brought up it's really just a stand-in for any kind of interest or engagement. (People use the word in other ways, too. It's even worse than "roleplaying" in that respect.)
"Immersion" in the narrower, forget-it's-a-game sense is 99% bullshit.
I know I've never had an experience involving any medium -- movies, video games, flight-simulator-style amusement park rides, pen-and-paper roleplaying -- that I didn't recognize as mediated. Have you? Have you ever actually believed your were jumping on turtles or fighting zombies or hugging your Companion Cube, even for one second?
The awareness that you're engaging in something that's constructed -- "We're doing this but not really" -- is essential to any kind of play. That "... but not really" part is what creates the meaning in a game. Even, like, puppies scampering around with each other are aware it's not real. Without it, you're not playing at all. You're just doing something else (e.g. fighting). True "immersion" is the death of play and meaning.
The other flavor of "immersion" is really just anything that's interesting. How many special words for "I like this" do you really need?
Most discussions use the two interchangeably, which means that most discussions are little more than an unconscious rhetorical bait-and-switch.
This terminological haze leads to all kinds of statements that seem perfectly reasonable when you just say "immersion" a lot, but are really just nonsense and non sequitur. Take out the obfuscating window-dressing and you end up with silly ideas like:
"You want to keep your audience interested, so let's chase this phantom of really-there-ness all day in the hopes of achieving that."
"I was really interested at this point, so clearly it must've been really real to me rather than just, y'know, a cool story that I found interesting."
"The holodeck is 3-D and tactile while the PS2 is not, so the crappy boring live-action games Star Trek characters play are actually somehow more fun than any TV-and-controller game with real structure."
"I totally felt like I was a real person when I did this thing that only a hyper-stylized fictional character would ever do."
"Getting shot in the face is more fun when you really feel like it's happening to you."
Immersion: not a useful concept, not a good idea, and, most importantly, not the holy grail of game design.
-- Alex