Re-Examining the Immersion Factor For First-Person Shooters
An opinion piece on Gamasutra looks into the common perception that a first-person view provides a much more immersive experience in shooters. The author argues that this concept needs to be reconsidered, as immersion nowadays is more dependent on what you see, rather than how you see it. The question is further complicated by ever-improving technology and new control schemes. "It's important to realize that making a first-person game almost necessarily means making a game for the dedicated gamer. Innovations on the interface side could help lower the casual block, perhaps through the Wii, Project Natal, or the PS3's new motion controller. Regardless, it will take a lot of work and concerted effort to penetrate the casual audience with a first-person camera. The question is whether we even need to, when there are so many camera systems that games have yet to fully explore."
There are a lot of things you might want out of a game, of which immersion is only one. You might also want engagement, fun, thought-provokingness (okay, maybe less from an FPS), and lots of other qualities. There even some research showing that perfect immersion might harm some of these other properties, and may not be the sweet spot--- playing games on some perfectly immersive, like the Star Trek Holodeck, might not actually be what a lot of people want. I know I personally enjoy some mediation between myself and the virtual world; I like to feel that I'm playing a game, not actually in the world. But then i like turn-based and 2d games, too.
10 PRINT CHR$(205.5+RND(1)); : GOTO 10
Movies are shot at 24fps. This has been the standard for almost 90 years. It hasn't had to change, despite technical improvements, because the eye and brain haven't changed.