How Game Gimmicks Break Immersion
The Moving Pixels blog has brief discussion of how gimmicky game mechanics often break a player's sense of immersion, making it painfully obvious that he's simply jumping through carefully planned hoops set up by the developers. The author takes an example from Singularity, which has a weapon that can time-shift objects between a pristine, functional state and a broken, decayed state. Quoting:
"The core issue with this time control device is that it's just not grand and sweeping enough. It doesn't feel like it's part of a world gone mad. Instead it's just a gameplay tool. You can only use it on certain things in certain places. You can 'un-decay' this chalkboard but not that desk. You can dissolve that piece of cover but not most of the walls in the game. The ultimate failure of such cheap tricks is that they make the game world less immersive rather than more compelling. The world gets divided into those few things that I can time shift, that different set of things I can levitate, and that majority of things that I can't interact with at all. ... I'm painfully aware that all that I'm really doing is pushing the right button at the right place and time. Sure, that's what many games are when you get down to it, but part of the artistry of game design comes from trying to hide this fact."
This is the biggest problem I have with cheesy minigames. Really? I have to "hack a computer" by redirecting pipes so water can flow through them? (Or whatever the hell it is you're doing in Bioshock... this is the best way I can explain it). That shit was fun when it came with my Games for Windows 95 pack, but it's a bit out of place in a modern immersive shooter.
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Ya, the article is kind of bickering, but how many games have you played that offered so-called "fully interactive environments" that just aren't fully interactive? It's always a let-down.
Also, gotta love the "cheap shots." I mean, I just killed about a hundred soldiers and got shot a thousand times, but one guy walks up behind me and cracks me on the head to knock me out so next I have to start in a jail cell with no weapons. And these "guards" that are holding me? Bitch please, I could melee all of them in about 30 seconds and not feel a thing. But instead you have to play along and "steal" the key because otherwise... GAME OVER!
that's teh shizzle bizzle
I liked how there was a sizeable number of PDAs strewn around that you just happened to find in an order that progressively revealed a story. What are the odds of that?! Oh the fun I had reading all those PDAs!
That truly was the worst mechanism for revealing a story I've ever seen. The only thing worse was the actual Doom 3 gameplay. How that game got such good reviews I don't know but I'm making sure not to pay any attention to the Rage hype.
Did it right.
Almost every other game with a gimmick = does it wrong.
This is exactly why Portal was so awesome. Although it was a FPS, it behaved like any old 2D puzzler. It started out the same way for 15 levels: Light walls you put a portal on, dark walls you don't put a portal on. I began to see the game abstractly, like looking at a Minesweeper board. Then you go behind the wall and find the surprise. "The cake is a lie" was a funny internet meme for a year, but before that it was kind of disturbing to see for the first time. More games should challenge your expections, I hope the sequel lives up to it.
I always hated this part of RPGs.
The messenger/last survivor of the massacre with his last gasp, says a bunch of nonsensical stuff, right before he dies. WTF? There's two fucking clerics in the party that can cast Heal in the middle of a battle. And now that the dude's dead, why can't my guys cast Raise Dead on him? Total crap.
Planescape Torment is one of the few that get this mechanic even close to right.
I'll bite...
You can't throw a gimmick in that's not part of the game mechanics. To me, a game mechanic is no different to a real life mechanic. If it happens on A, it should happen on B, C, D, through Z. To restrict the player to using the gimmick a set times is just as bad as these stupid quick time events. "Press X to do something without skill", yeh, that's full immersion.
A game that breaks it's own rule set is a game that's not fun. The device in Singularity is supposed to be some sort of "I win!" button... at least that's what they were teasing for months before release. If you can't figure out how to limit it's use (via ammo or power levels) in a logical manner, why even put it in game?
You can largely solve that problem by implementing realistic time-scales and offering players benefit to out of play aging.
It doesn't work in MMORPGs, but a DM can easily have you travel uneventfully for weeks or months between realms and have you return to the gaming table after a layoff to a character that has been gaining languages or other useful skills at the expense of an aging hit.
The out of play aging is great because a good DM can allow players to create their own interim story and choose from a palette of minor but useful skills that will help during the new campaign. A good group can spend a couple evenings 'back rolling' their stories with each other; and when the actual gaming begins everyone is already in the right headstate.
Anyhow, the cumulative effect of travel time and out of game aging is a character that needs to begin looking at replacing valuable eq slots with anti-age eq around the same time that the game starts to break... If the eq is balanced of course.
For me, quick time events are the worst offenders of all that have ruined many modern games for me (Resident Evil 4/5, God of War series, Uncharted, etc.) . Interrupt the game, destroy the atmosphere by displaying console-specific button prompts, and then force the player to play some lame simon-says game resurrected from the dark era of "interactive movie" games on the mega-cd. Yeah, that's a great idea...
Unfortunately, a game mechanic is not the same as a real life mechanic. In real life, adding a particle to a system increases the system's information processing ability, allowing it to keep behaving at the same speed and level of detail as before. In virtual worlds, the total processing power is (very) limited, so adding a part to the simulation slows it down, unless it switches to a higher level of abstraction; but that means that all those high-level properties that exist as a result of low-level properties are lost, unless the new level of abstraction is specifically defined to have them.
In other words, computers are nowhere near as fast to run consistent physics for any reasonable-sized world. Scribblenauts gets close, but as a result, the levels are very small.
Forget magic. Any technology distinguishable from divine power is insufficiently advanced.
First, Tetris has no narrative, while these games do. Immersion in a narrative is different than absorption in a puzzle. Just because they're both "games" doesn't mean you can successfully mix-and-match the fundamentally different experiences of narrative and puzzle. Narrative immersion isn't dependent on realism, but internal consistency. There's a willing suspension of disbelief, and if you break it, you've failed as the crafter of a narrative.
Second, even puzzle absorption can be broken by jarring inconsistencies. If Tetris had random blocks that couldn't be moved or rotated, or sometimes arbitrarily reversed the effect of a rotation, the change would break puzzle absorption, and the game would have been much less successful.
Most of these guides will state: if your players have a point, don't deny it. If they really want to do something, let them and improvise. If you force players into something "just because" - because you failed to foresee it - you will hear "CHOO-CHOO! RAILROAD!" and get marked as a hopeless railroading fag of a DM.
Some of the favorite motives and best gameplays in RPGs I played were where the players DID break the story and pulled it their way. Yes, the fucking genius wizard did figure out how to use the catapult. Yes, the canny gnome did repair the transport lift to get it to the surface. Yes, the greater earth elemental needed only 2 catapult hits instead of an epic battle. But the amount of heavy thinking they did outweighted the amount of heavy fighting they would do otherwise.
Of course a computer game can't reasonably improvise and react to what developers didn't think about in a way players think is reasonable. Still, instead of noise of door handle flapping helplessly, Morrowind provided the player with one of hundreds generic interiors. Instead of a thousand empty or unbreakable crates, it filled them with generic, cheap, random stuff. Instead of transparent walls it used steep slopes which you couldn't scale but could levitate over - if you were advanced enough to possess levitation, or insistent enough to buy a potion instead of better gear...
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I'm just playing it now for the first time. It's pretty neat I felt tense and rushed as I was being chased through the city. Then about an hour into it I find this room with a ladder where you have to turn around and jump onto a pipe then walk on it to get to the next room. Dang I did it once then fell back down... after 10 tries I decided to go to bed.
Or when I'm stuck in a little room full of water with 2 pipes connecting to it, one I can get out by the other is just out of my reach. Oh wait, I have a crowbar. Nope, can't use it that way.
Oh well, just save it and come back later when I'm bored. If I come back later that is.
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I especially love Cutscene Queens - where an NPC is awesome in a cutscene, then joins your party and proves to be lame. Or the time honoured "Boss X is an extremely hard fight. After the fight Boss X joins your party and somehow turns out to be mediocre at best"
'Don't worry' said the trees when they saw the axe coming, 'The handle is one of us.'