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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."

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  1. Graphics are the least important by RenHoek · · Score: 5, Insightful

    There are a few games that really got to me:

    1) Alone in the dark. The first incarnation of this. The graphics were horrible but the immersion was immense. This game had me actually scared of what was coming next.

    2) Half-life 1. Much more so then Half-life 2.

    3) Alien vs. Predator. Where you play the squishy marine, and you just gone inside a long tunnel. You end up in a chamber where one of you fallen comrades is, only to find he's been encapsulated into a wall. Then your motion sensor goes berzerk, and you start running.. back through that long tunnel. When you look back now and then the walls and ceiling are crawling with predators trying to catch up with you. Every now and then you have to hit a switch to close a door. _This_ was some fucking immersion, nearly had a heart attack, but I'm still happy I made it out of that tunnel alive.

    4) Some incarnation of Splinter Cell. I played the whole game with the self-imposed restriction that I wouldn't kill a single character. Turns out there were 2 situations in there where I was obligated to kill a key figure. However by stocking up on stun gas grenades I was able to defeat one 'boss' by stunning him (after _many many_ tries). Come the cutscene, he was dead ;)

    5) System Shock 2. Oh god.. I'm alone on a huge space ship.. Somebody hold me!

    There are a number of other games that I can't recall the name of, but immersion seems to be independent of graphics to me, as long as the graphics don't hinder your immersion. To reach immersion I think you need to heed the following points:

    - Don't put anything in the game that will irritate the user. I'm talking interface here, so go for a minimal, but useful HUD. Use sane controls that can be reconfigured by the user to his/her liking. Make sure you take out the bugs.

    - Make it a whole. Make sure there is a backstory and that the character and his/her actions fit into it. Let the user find out that there is a whole galaxy out there with strange and wondrous things. You don't have to show it all, but make some references to things that 'happened' without going into too much detail. Leave the gamer with questions. This is the reason why Star Wars was so popular as a genre.

    - No jumping puzzles.

    - Make the game challenging. Make it 'hard' without actually even having be hard. But give the gamer a sense of accomplishment. You don't do this by making him have to shoot 30.000 of identical aliens btw.

    - Give the user choices. _REAL_ choices, not a 'good' and 'evil' choice that end up with the same result anyway. Give the user some actual influence in the game. World of Warcraft is an example of how not to do this. Everybody is 'special' but you are indistinguishable from all the other players.

    - _NO JUMPING PUZZLES_, no really

    - If you do introduce puzzles, make them logical. On the other end of the spectrum is Monkey Island, where you have to combine the extendable rubber hand with the pepper shaker so you can make the skeleton sneeze to blow out the candle so the room goes dark so that you can safely steel the treasure without the skeleton seeing it. It's just not logical. :)

    - Make the player care for the main character and cohorts. You can do this by not making him invulnerable. Don't get me wrong, there are plenty of horrible games that implement the 'one glance from an enemy and you are dead' principle, but that is not good either.

    - Personal development. RPG's are fun because you get to 'build' your own character by improving those things you enjoy/think are important. So introduce some RPG bits to your FPS. Classic examples are Deus Ex and Bioshock. Don't let players have it all, make them choose.

    I can think of a lot more things, but graphics is not one of the components that define immersion in my book.

    PS.

    (no jumping puzzles)