Gameplay and Immersion

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In all these cases, the requirement is emotional involvement with the characters. Tron was exciting because you were worried what'd happen and if they'd get away. Take away the rest of the story and just have bikes whizzing around, and few people would care to watch it. Tic-tac-toe is never going to become a spectator sport even if it's exciting seeing the computer thrash out games with itself.

If you can get the player involved in the story and care about the characters, you could go on to do interesting things. I wouldn't spend 15 minutes of game time wading through virtual microfiche looking for clues unless I was feeling there was a point to it. If I cared about the kidnapped virtual-person I was trying to save, it'd be less of a chore.

Although games are at a huge disadvantage because of save games. There's no risk. If the kid dies, reload. If you can't find the answer within 5 minutes, look it up on the web. Taking control away from the author and placing it with the player makes managing the players emotional roller-coaster nigh on impossible, I'd imagine.

Some good points there, and I especially agree with the last three.

The last point is something new to this thread, but I've seen mentioned before. Save games, while handy and helping us play through these long content games we demand, have somewhat ruined the gaming experience. A lot of games have saves that are far too frequent. Remember back when you'd have 3 lives to get all the way through an extremely difficult but short game? You'd spend weeks and weeks trying to make it past a certain point, and if you did, you felt like a king. Now we have quick save and quick load buttons, so you really don't care if you die, or screw up or anything. You can start over instantly, and usually only a minute or two from where you last were. That pretty much destroys an intensity you might feel from getting through a difficult situation. If you know you have to play through a whole bunch of other stuff to get back to where you were, you're really going to feel threatened when you know you're about to die, or whatever. Of course, this has allowed us to have lengthy games with lengthy stories and more varied content. So, there's a trade. Also, now that I'm older and have other responsibilities, I find it hard to play games where you can't save frequently. I've just got too many other things on the go at times, to keep on playing to get to that next save.
 
Following on from that, I guess I'll add what gets me involved, which is a challenge and exploration. Exploration is finding new things, seeing what happens when you unlock a new skill or weapon or find a new item. FPSes have very little of that, which is perhaps why I don't get on with them. Challenge is having a task that needs some thought or skill to overcome. I'm very balanced in liking both types, so I'm okay with gameplay skill challenges or thoughtful challenges.

CON is one of my most played games of all time. It has both of the above. It's too easy when played traditionally, but taking a level 1 char against the hardest mode and not using potions, it becomes a struggle that's exciting, where I'm reliant on my gaming abilities to win through. I'm playing Okami at the moment and it's the pursuit of the different brush techniques that's keeping me playing, plus a liking for Japanese mythology. I've never stuck with racers or sports games or shooters much, except when there's been a challenge. R-Type on the Sega Master System, twice through on one play, was all about gaming skill. Football (PES or FIFA) is all about the challenge and playing with friends. FFX was about finding new stuff, though I found it overall quite a boring experience.

The only games I can think of that grabbed me by story were the LucasArts SCUMM titles, because of excellent writing. I dare say that different people want different things. Traditionally it's gamers who see games as a 'sport' who have been buying games. Those who buy them as 'stories' are probably in the minority. Perhaps if they were targeted more effectively, a different class of gamer would take to playing?
 
I like RPGs. My three favorite games are Baldur's Gate, Baldur's Gate 2, and Knights of the Old Republic. Bioware really knows how to get you immersed with a good story and worlds that you want to explore, choices to make and companions that talk and contribute to the story. I also enjoyed Jade Empire and NWN2.

What kills immersion for me is everything Morrowind was. You wander around this big, lifeless world all by yourself, with a boring, almost non-existant story to keep it going and sparsely populated towns with characters that are like robots. They all say the same thing and none of it interesting. Playing the game feels like a chore. (I have many other complaints about that game, but I won't get into them here.) That's why I won't bother with Oblivion. I'm sure it's just more of the same but with better graphics.
 
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A game is no different than any other media like books or movies. Anything that can be conveyed through a book or a movie can be conveyed through a game.

Interactivity doesn't destroy or limits one's abilities to convey a story or an emotion.

The problem is that games, movies, books and media such as stage plays is that they often target different audience and entertain their audiences in different ways.

You have people like Ebert claiming games aren't high art and for the most part he is right. But thats not because games are fundamentally limited in some manner, which makes high art games impossible. Its simply that 99% of games aren't trying to be the "Citizen Kane" or "Macbeth" of the gaming world.
 
They should make a controller that shoots you if you lose. It could have a long revolver barrel pointing right at you, and a harness to keep you from dodging the bullet or putting the controller down. Nothin' will keep you immersed in the game like the true fear of death.

Back on the topic of rewards, either through character growth, exploration, items or unlockables, I'd like to add the good old satisfaction of beating a difficult challenge. All those other things make you want to keep playing because of a sense of progress and a little bit of content to add new fun. In the end, there's nothing like the feeling of conquering something difficult. I find that lacking in a lot of todays games. A lot of games just seem so easy to get through. You have a lot of saves, but barely need to use them. I find that really takes a lot away from the experience.
 
They should make a controller that shoots you if you lose. It could have a long revolver barrel pointing right at you, and a harness to keep you from dodging the bullet or putting the controller down. Nothin' will keep you immersed in the game like the true fear of death.

Not really, as it brings the game to the real world rather than you into the game world. ;) So that doesn't count.

A lot of games just seem so easy to get through. You have a lot of saves, but barely need to use them. I find that really takes a lot away from the experience.

To be fair though, a lot of them can be played at various levels of difficulty. That does help a lot.
 
That's hardly a movie though, is it!

That's exactly my point. It's the absolute other extreme of what is essentially physically the same medium. In reality, any option in between is possible. I find watching a season of, say, Buffy, on DVD very comparable to reading a book. You can add subtitles that write out every bit of spoken text in the series (nice for non-native speakers like me or my fiancee, or the bands that sing incomprehensibly), you can pause, you can continue whereever and whenever you like, you have a story that consists of several chapters and lasts for over 16 hours.

Chess no, but the other two examples do, I think. Fishing depends on watching the float for a bite.

But you can still walk away. At least, I did occasionally when I did some real fishing.

Flight Simulator is presumably about watching dials. Both are about waiting for AV feedbacks before responding, like pretty much all games. Act > respond > react. That engages different bits of the brain to movies or books where there's no action. There's only emotional or intellectual involvement.

In Flight Simulator you can fly from New York to, say, Tokyo in real-time. You have auto-pilot available. You could take off, fly for a bit, put on auto-pilot, go shopping / sleep, and then take it out of auto-pilot several hours later and eventually, land.

That'd be okay in an adventure game, but 90+% of games are action oriented. Adventure games are even a dying breed. Reading text and working out clues was something we used to do. If you're interrupting the action sequences for intellectual sequences, you're asking the player to have two different cooperative tastes. Games that have tried to mix up thoughtful puzzles with action gameplay have often come a cropper too I think. Much depends on the genre.

You're losing the point of what we were discussing, which is whether or not it was possible to recreate the experience of reading a book in the medium of games or movies - see lauris71's post before the post that you responded to.

This gets back to it a little:

They're two different activities that require different degrees of involvement in different ways.

And I disagree with that. There can be overlap. It's all about extremes again. If someone were to argue that the two are absolutely the same, I would disagree with them also. But if someone argues there is no overlap, then that doesn't compute either.

In all these cases, the requirement is emotional involvement with the characters. Tron was exciting because you were worried what'd happen and if they'd get away. Take away the rest of the story and just have bikes whizzing around, and few people would care to watch it.

Didn't you just prove my point? That was, in case you missed it the first time, exactly my point. A good story/background can make you emotionally involved in the simplest of games. See?

From that point on, you answer your own question. The story can provide the motive, the emotional involvement, that makes the simplest of gameplay matter on more than a simple act/react type of human interaction.

If you can get the player involved in the story and care about the characters, you could go on to do interesting things. I wouldn't spend 15 minutes of game time wading through virtual microfiche looking for clues unless I was feeling there was a point to it. If I cared about the kidnapped virtual-person I was trying to save, it'd be less of a chore.

In the ideal situation, you would have both the external motivation to want to complete the chore, and enjoy the actual chore. I.e. the story would enhance the enjoyment and intensity of the gameplay, by making you more vested in the results of your achievements. (Note that the latter is also achieved for some people simply by the Achievements part of Xbox Live).

Although games are at a huge disadvantage because of save games. There's no risk. If the kid dies, reload. If you can't find the answer within 5 minutes, look it up on the web. Taking control away from the author and placing it with the player makes managing the players emotional roller-coaster nigh on impossible, I'd imagine.

Well, sure, any kind of punishment for dying, or even saving your game (as some games have done) is a negative way of making the player more invested in the results of his actions. It makes me think of Leisure Suit Larry, where dying was always so funny, and the game itself reminded you to 'save early, save often'.

The death of the free typing system in those games is part of the reason why adventure games are dead today, by the way. At least I think so. ;) There was nothing more thrilling to me as a young kid then finding out how the different Sierra games responded to different 'phrases'. From the 'tut-tut' in Kings Quest, to the '... you too' in Larry, it was always really neat, and gave you a sense of freedom, and you felt you were interacting with someone intelligent, even if it was the game's designer ...
 
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Well, sure, any kind of punishment for dying, or even saving your game (as some games have done) is a negative way of making the player more invested in the results of his actions. It makes me think of Leisure Suit Larry, where dying was always so funny, and the game itself reminded you to 'save early, save often'.

The death of the free typing system in those games is part of the reason why adventure games are dead today, by the way. At least I think so. ;) There was nothing more thrilling to me as a young kid then finding out how the different Sierra games responded to different 'phrases'. From the 'tut-tut' in Kings Quest, to the '... you too' in Larry, it was always really neat, and gave you a sense of freedom, and you felt you were interacting with someone intelligent, even if it was the game's designer ...


YES! When you had to type, the options seemed limitless. There were some outrageously difficult puzzles though. Like in Space Quest 2 when you had to crawl through this pitch black tunnel. You have a glowing gem and I must have tried, "Hold gem" a billion times and got so mad when that cave monster would eat me. The correct response was, "put gem in mouth," or something like that. My friend said you had to put the gem in a jock strap and wear it on your head. Either way, sometimes the answers were frustrating. Dieing in those old Sierra games was definitely a lot of fun.
 
For me that most important aspect for immersion is the perfect difficulty balance once great gameplay has been established.
Great game play IMO is is naturally and easily flowing from one task to another. Whatever the task maybe is not important,it's being able to string together tasks to complete without overwhelming the player with too much complexity and difficulty,at the same time not allowing them to get bored by varying the tasks and rewarding them appropriately as you flow through the tasks.
 
Play Gears of war again on casual, pay attention on the details that I outlined and check it out the "amazing" Gears of War story! :LOL:

Oh, I did. The cut scenes are pretty slim on info about Marcus, so the story isn't centered around him as a person, the rest only outline the immidiate situation and what you are supposed to do in the next few minutes/hours.

We're not given much context, questions not answered are:
1. What are Locust
2. What are Kryll (they're not Locust, they kill humans and Locust indiscriminately)
3. Why are we fighting Locust, - they like living underground, we like living on the surface (why can't we all get along).
4. How widespread is the war, did our little light mass bomb detonation even make a difference ?
5. lots more.

In other words: we miss the big picture.

It quickly becomes obvious that the cutscenes are there to preload the next level.

And that's perfectly fine because Gears is about shooting Locust and blowing stuff up.

Cheers
 
Oh, I did. The cut scenes are pretty slim on info about Marcus, so the story isn't centered around him as a person, the rest only outline the immidiate situation and what you are supposed to do in the next few minutes/hours.

We're not given much context, questions not answered are:
1. What are Locust
2. What are Kryll (they're not Locust, they kill humans and Locust indiscriminately)
3. Why are we fighting Locust, - they like living underground, we like living on the surface (why can't we all get along).
4. How widespread is the war, did our little light mass bomb detonation even make a difference ?
5. lots more.

In other words: we miss the big picture.

It quickly becomes obvious that the cutscenes are there to preload the next level.

And that's perfectly fine because Gears is about shooting Locust and blowing stuff up.

Cheers

Actually you had to watch the videos released over the course of a year to get the back ground info before jumping into the game. I also did not know about this and was quite confused the first time around. Then I watched these videos building upto "emergence day" and the 2nd time through, it all made sense.
 
Computer games are a far better story telling medium than books.

And better than movies too.

Which is why it is so frustrating that so many games suck at it.

To not just bitch about it, I'd like to say that there are loads of games with awesome storytelling though: Both KOTOR games are better than any of the Star War movies. Almost anything Ken Levine has made (and Bioshock looks very promising), the old Fallout games+Planescape, some of Molyneaux's games, basically anything Tim Schafer has made and lots more.

Cheers
 
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But you can still walk away. At least, I did occasionally when I did some real fishing.

In Flight Simulator you can fly from New York to, say, Tokyo in real-time. You have auto-pilot available. You could take off, fly for a bit, put on auto-pilot, go shopping / sleep, and then take it out of auto-pilot several hours later and eventually, land.

You're losing the point of what we were discussing, which is whether or not it was possible to recreate the experience of reading a book in the medium of games or movies - see lauris71's post before the post that you responded to.
I probably am missing the point! Whatever activity you can do, you can stop and walk away (except swimming. And sky-diving). As I understood it, the matter raised was how you are engaged while doing whatever it is you're doing. With a book or movie, your taking in information and processing it as ideas. With a game (most games as they are) you are taking in information and processing it as movement responses. They're two different brain functions, and they don't mix well.

And I disagree with that. There can be overlap. It's all about extremes again. If someone were to argue that the two are absolutely the same, I would disagree with them also. But if someone argues there is no overlap, then that doesn't compute either.
You can have overlap in content and ideas, but in the way the player responds, it's not quite so clear, which I think is where we're discussing at cross purposes, having come to the party late and be discussing topics from where I picked up! When the player is treating the game like a sport, being an active pastime all about movement and reactions, a motion towards an intellectual pastime takes them away from the sport mindset that they're engrossed in. And vice versa. How many people would really enjoy Harry Potter if they had to balance the book on a wobbling tray to read it? Mixing the reading experience with the physical experience would just annoy them - they want to do one or the other. Now what you could do is take the principle of a book and turn it into a game, where the elements of entertainment aren't in physical response but in the story...but that's not most games, and is not essential for immersion because active gameplay can provide that in different ways.

Didn't you just prove my point? That was, in case you missed it the first time, exactly my point. A good story/background can make you emotionally involved in the simplest of games. See?
Sure I agree with that.

The death of the free typing system in those games is part of the reason why adventure games are dead today, by the way. At least I think so. ;) There was nothing more thrilling to me as a young kid then finding out how the different Sierra games responded to different 'phrases'. From the 'tut-tut' in Kings Quest, to the '... you too' in Larry, it was always really neat, and gave you a sense of freedom, and you felt you were interacting with someone intelligent, even if it was the game's designer ...
I hated those games ;) Mostly because I thought of solutions but they couldn't be implemented because of the limited responses. A totally open world where you can create your own solutions would be interesting.
 
I was just thinking that the way you played Larry in a sense was a lot like as if you were Otacon telling Snake what to do in MGS2. It could be a pretty interesting way to play the game. Imagine that you have the webcam, and Snake gets to see your face instead of Otacon's, and hears your voice. You could play it with voice recognition, ideally.

Instead of having to perform Snake's actions yourself, you just have to tell him what to do. It would allow for a lot more freedom in terms of what actions Snake can actually perform, because they don't have to correspond to any form of controls.

I have a sneaking suspicion that as many people there are who would not like this kind of experience because they want to be hands-on, there are also several who would ... including me! It would be a very immersive way to play an MGS adventure game, and considering how strong the story element in MGS has always been (I liked it anyway, I know tastes vary, but then look at how many different genres of film and books there are, eh? ;) ), that could be a very suitable way of playing the game. Now instead of the Arcade stuff, you could focus much more on thinking out strategies, collecting intelligence, and figuring out yourself where your next mission should take you. And it would bring the freedom of the original Sierra games back in a very modern way.
 
What they've been talking about EyeToy, all sorts of weird things could become possible. Basically, an acting game, where you have to use expressions and tone of voice to communicate with characters, interacting with them to accomplish whatever. Fleshing that out into a proper mainstream game probably won't be easy though!
 
And better than movies too.

Which is why it is so frustrating that so many games suck at it.

Indeed. And it has gotten worse, or so it seems to me. Agreed, some of it may be nostalgia syndrome, but the inflexibility the exploding cost of creating state-of-the-art art assets has brought with it is surely a factor to consider as well. Experimenting wildly with story telling when most you have to do is edit some text files is surely easier than having to care about new models/animations/voice-over+lipsynch etc.etc.

To not just bitch about it, I'd like to say that there are loads of games with awesome storytelling though: Both KOTOR games are better than any of the Star War movies. Almost anything Ken Levine has made (and Bioshock looks very promising), the old Fallout games+Planescape, some of Molyneaux's games, basically anything Tim Schafer has made and lots more.
Completely agree with your list, especially the Ken Levine part (which makes your earlier example of Doom 3 in this thread all the more inexcusable for it being such a weak rip-off of System Shock in the storytelling department...:p)
 
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