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."
To be fair, there are studies pointing that this is due to the frames in movies having ghost images embedded.
With photo-realistic games, each frame is rendered separately and thus more are needed to recreate the illusion of continuous motion.
What's fun is that Anime and old school sprite games are completely unaffected or even improved by having a much lower frame-rate.
It turns out that if you avoid trying to be realistic, immersion is easier.
10 little-endian boys went out to dine, a big-endian carp ate one, and then there were -246.
That's where you start to get into the uncanney valley. Once things start to look too close to real, it messes with your head, and you start to see all the subtle flaws. If something looks completely not real, we just forget about the realness entirely, and start to enjoy the game.
Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.