Edmond Dantes
09-02-2015, 06:03 AM
So today I uploaded a video (THIS IS NOT A VIDEO THREAD even tho it probably totally is) where I discussed the concept of games being "immersive" (https://youtu.be/Y1HdcT3n-7k) and how companies do it wrong.
So you won't have to see my ugly mug, my basic thought is that it seems like game designers think being "immersive" means hiding the fact that its a game, by trying to explain away the game mechanics--for example, game overs are "the prince remembered the story wrong" in Prince of Persia, or "memory desynchronization" in Assassin's Creed.
But it seems to me this is actually counter-productive. By explaining the gamey elements you're calling attention to them, and furthermore inviting scrutiny. Like with the POP Sands of Time example, the meta-explanation completely breaks down once you reach the end of the game because it makes even less logical sense than if it just said "look, its a video game, just go with it."
I always thought it would be better if they went the opposite route. Instead of hiding the game elements, why not make games take place in a world that explicitly works like a game? Sort of like the world of Scott Pilgrim. I actually find NES RPGs immersive for this very reason--they make it clear upfront that it's a game and they never break kayfabe, so its easy to get involved. RPG Maker Horror games also often benefit from this, because by making the boundaries clear it makes it easier to care when something weird happens.
But that's just my thought. What do you think? Agree? Disagree? Have your own view? Let's discuss!
So you won't have to see my ugly mug, my basic thought is that it seems like game designers think being "immersive" means hiding the fact that its a game, by trying to explain away the game mechanics--for example, game overs are "the prince remembered the story wrong" in Prince of Persia, or "memory desynchronization" in Assassin's Creed.
But it seems to me this is actually counter-productive. By explaining the gamey elements you're calling attention to them, and furthermore inviting scrutiny. Like with the POP Sands of Time example, the meta-explanation completely breaks down once you reach the end of the game because it makes even less logical sense than if it just said "look, its a video game, just go with it."
I always thought it would be better if they went the opposite route. Instead of hiding the game elements, why not make games take place in a world that explicitly works like a game? Sort of like the world of Scott Pilgrim. I actually find NES RPGs immersive for this very reason--they make it clear upfront that it's a game and they never break kayfabe, so its easy to get involved. RPG Maker Horror games also often benefit from this, because by making the boundaries clear it makes it easier to care when something weird happens.
But that's just my thought. What do you think? Agree? Disagree? Have your own view? Let's discuss!