Saetha said:
Ah, see, there's my other problem with immersion - Morrowind was my favorite ES game, but in my opinion, the addition of an organized journal and "magi-compass" to the games isn't coddling, it's a godsend. I HATED running around in Morrowind with no clear idea of where I'm supposed to go. In Skyrim, I can follow a map marker, or I can tell it to fuck off and wonder at my leisure. That's one of the things I'd never want them to take out.
Heh, I loved that in one infamous/famous case, the player was pretty much given the wrong directions (or at least terrible ones). To me that made the gameworld feel more alive, more real, more prone to fallibility.
A search for Mehrune's Razor took me about two virtual weeks and most of an actual week, because the description of a possible location was pretty broad, and the onus was on me to be diligent about my surroundings. I built that whole stint out there into my RP, however, and so it came to help shape her story.
So maybe that's another reason I don't care for immersion. So many people seem to use it as a reason to take out features I appreciate and rely on.
Your use of the term "rely on" kinda contradicts your statement that these features aren't coddling; if you rely on something, you couldn't have done it without that, ergo isn't it pretty damn reasonable to see that as a subversion of the player's agency and sense of reward where basic exploration and discovery is concerned?
But then, games never become "not a game" to me. At no point, even when I'm really into a game and really enjoying it, have I ever forgotten that it's still just a game, or been upset by any reminder of that fact. The idea that HUDs can ruin an experience (Unless they're cluttered or poorly-designed, naturallY) is baffling to me.
I'm not sure what you're insinuating, if anything. Only people with profound cognitive disorders
actually forget they're playing a game, or reading a book, or watching a film...
But we can be engaged and 'immersed' in all media; that's one of the main points/functions of art - to give us a different perspective, to show us a different world (be it psychologically internal, or something more literal), and to allow us to explore things we couldn't without that conduit.
As for the HUD: so you have no issue with having a world reduced to icons/'content' and filler? Because that's what Bethesda's HUD's have done since Oblivion on. What's the point in exploring if you already know what's over that hill?
I'll quote from Morrowind's manual, in the two page Introduction To Morrowind intro:
"During your efforts to complete the main quest or rise to power in a faction, don't forget to leave the beaten path to see what's over the next ridge".
Two people look at the same ridge - one using a HUD and its magi-compass, and the other with no HUD elements whatsoever. The first sees no icons in that direction. There is no 'content' for them to consume, no fixed story for them to find. They move on.
The second person sees just
a ridge in a world. The only way they'll truly be able to ascertain what's over there is by moving forward, and using their eyes. It could be nothing, it could be something. Whatever they find, however, will be their own discovery, their own story playing out within this other created world.
Icons on magi-compasses tell the player 'here's some content/here's bugger all', whilst a lack of a HUD or compass (or just markers) tells the player 'this is the world - you're on your own to discover or miss its locations and stories'. If I want to be spoonfed 'content' at every turn, I'll play a rigidly linear game.
If I read a [fiction] book, I want to be engrossed in its world. If I watch a film, I'd ideally prefer to forget wherever I'm sitting (home or cinema) for those two hours or so in order to truly appreciate what's on screen. If I'm playing a game--- well, it's no different. HUD's and many other design choices seen as overly 'gamey' don't help me to suspend disbelief and be engrossed in a causal world of another's making. And, as I've illustrated, they also go against the very essence of personal exploration and discovery. Unless I obscured or turned off the magi-compass/cheat-oh-vision in Oblivion or Skyrim, I never discovered a single damn thing if it had a 'here be content' icon to spoil the surprise.
'What's over that ridge?'
*glances at the compass* 'Oh. A ruin/town/mine/nothing'.
Hence why I say Bethesda's design actively undermines its own open-world concept. I'm not saying all games should do away with concessions to what I see as rather lazy and/or impatient gamers - I'd just like
choice, i.e. HUD tailoring options at the very least. Is that so hard to implement? Apparently
not, given one such mod on Fallout 4 is 140.5Kb in size...
...whilst Bethesda have scores of people working over a few years, and can't be arsed to provide basic options to help fix their HUD-IP dissonance. Increasingly it really does seem like they have an 'Sod it, modders can fix/improve this' attitude.