Tag Archives: immersion

The Great City of Lenele

Hey gang, I’d like to take a moment to show some appreciation for something underappreciated, and to springboard from that into a broader discussion.

In RPGs, you tend to go to a lot of settlements. And those settlements tend to be, well, tiny. Oftentimes they might imply a much larger population that you simply don’t get to access, but more often the entire settlement is actually incredibly tiny. The world, of course, exists only for your play experience, so why spend additional time designing and implementing redundant stuff?

Well, Summoner – an RPG that was a launch title for the PS2 – said screw that. It doesn’t have a lot of settlements, but the major one, Lenele, is truly massive.


I can’t find a map online so have this instead!

Now, when I say Lenele is big, I really do mean it’s big. Really big. You just won’t believe how vastly hugely mind-bogglingly big it is. I mean, you may think it’s a long way from Org to the Crossroads, but that’s just peanuts to Lenele.

It is the only city I have ever come across in a videogame which is convincingly city-sized (Aside from ones actually set IN a city, like GTA or whatever). Now to be fair it’s not incidental, it’s one of the game’s major settings and one of only a handful of settlements, but it truly is VAST and it’s so, so glorious to run around and get lost down back alleys and have no idea where the heck you are because it’s just this massive warren of streets and alleys and finding some random store tucked away in the middle of it all.

So, what cities/villages/etc. in games have impressed you for one reason or another?

Realism vs. Immersion

There is a lot of talk in gaming, and has been for many years now, about realism. Realism is a holy grail, or at least a magical totem, something which developers are expected to strive for and gamers expected to appreciate.

But this reflexive attitude needs examination, because we actually don’t want realism at all. Or to be more precise, realism is only one path the getting what we really want, which is immersion. Realism has a couple of benefits compared to unrealism (Or perhaps more properly, non-realism), and I will come to those in a moment, but in my experience ‘realism’ is not in and of itself a recipe for a good game, and it may indeed be harmful to pursue it too far.

Let’s start with the benefits of realism though:

A) We have an unarguable, universal blueprint, in the form of… well, of reality. Realism, if pursued, is easier in at least the conceptual sense because we only have to look at the real world to see how things work. As an author I can confidently say that using reality as the basis for a novel is a lot easier than keeping track of all the unique rules you have invented for your universe! And moreover, because it is universal, everyone can see that something is realistic and doesn’t need to learn any new rules. (I know that Reality is Unrealistic but that’s not the point right now!)

B) Closely linked with the above, realism (If we assume it’s executed well) is very consistent and coherent. Cause and effect, relationships between objects and actions, all that stuff – reality is ultimately immersive.

That is what we’re really after – immersion.

This is the most immersive game ever. Fact.

But we don’t need realism for immersion, not by any stretch of the imagination. That’s why we have the term ‘suspension of disbelief’. We need coherence and consistency to be immersed – we need it to be realistic with reference to itself, not to our reality. To a large extent we are also talking about atmosphere, which is something occasionally ineffable. It’s a combination of mechanics, art (as opposed to graphics), sounds, music or its absence, and so forth. It does not require any particular degree of technical fidelity; Pike is plenty immersed in X-Com despite it being 20 years old and having pixels you can individually count. Immersion is not limited to games based in history, or to first-person shooters or any other given genre. Some of my most immersive games are sci-fi, like Deus Ex and X-Com, and tactical or strategy games, like Sid Meier’s Alpha Centauri.

Now, there are times when realism is desired. If you’re making a game about the Roman Empire, you should probably do some research, and I will simply refer you back to my post about why mods are great rather than go on a long rant about Rome: Total War, fantastic as it is. The more knowledgeable someone is about a topic the harder it is to suspend their disbelief – so the concessions made to playability over realism and accuracy can end up harming a game. Realistic games have their place – ArmA II is a great example of a game which takes a fairly realistic approach; in that video he scrambles around in the dark for five minutes before getting shot and killed by an enemy he hasn’t even seen. Fun? Absolutely! But I sure as hell wouldn’t want TimeSplitters to play like that! Plenty of immersive games aren’t realistic, but remain hugely engaging to the player.

Then again, that's a strikingly realistic rendition of excellent fashion.

And then again, immersion isn’t always what people want. Earth Defense Force 2017 is a shockingly lacking game in almost every sense – except for raw fun, which it is almost unmatched in. It is the quintessential B-game; bad graphics, voice acting that would make Barry Burton blush, questionable physics, and absolutely rollicking great fun from start to finish. Though I propound the capacity for games to be art, and encourage things in such a direction, not every game needs to be art. Not every movie needs to be Citizen Kane. Sometimes, Transformers is just more fun.

So in short, we have put the idea of realism up on a pedestal, when what we really want is immersion, which is a factor of coherence and consistency. Realism has a couple of benefits in that sense but any break from it will be easily noticed by the knowledgeable, making their disbelief even harder to suspend!

So, to turn this over to you, what games have you found most immersive and why? To what extent do you care about realism, if at all?

Meeting games halfway

Remember when Grand Theft Auto IV came out? Remember the massive critical acclaim, followed by increasing backlash on the part of players who deemed it too negative, too dour, too boring? Well I’ve been playing it again and I’ve rethought some of that, which I had largely subscribed to.

Let me be clear, I think GTA4 is a masterpiece either way. It’s vast, brilliant, important, and though the humor is a bit less stark, still has plenty of laughs. Now, I appreciate that those who loved San Andreas (i.e. those who played San Andreas) would possibly miss the craziness which that game became, especially in the endgame. Understandably so: Stealing jetpacks and airplanes was hilarious, and the antics of CJ (Especially when he was terrifically obese and dressed as a truck driver) were just insanely enjoyable. I still think San Andreas is the better game, and I think given the iterative return to craziness in The Lost and Damned, and The Ballad of Gay Tony, that Rockstar listened to the reaction from the public.

I'll have a number nine, a number nine large, a number six with extra sauce, a number seven, two number forty-fives, one wit' cheese, and a large soda.

But in replaying GTA4 I’ve been playing along with what it asks. I’ve been using the subway to get around, taking cab rides, going on mandates with friends, all that jazz. And it works. It really does. When I got into the mindset it really started to all click into place in a way which it hadn’t before, however much I had enjoyed it. Last night I was doing the mission The Snow Storm, where an attempt to retrieve a ridiculous amount of coke goes very south. I had an epic, massive chase across Algonquin (The game’s stand-in for Manhattan) which ended with me disappearing into the subway to avoid the cops. And when I rode that train across to Bohan (The Bronx), with the sun coming up and the city bathed in dawn light, with barely any health left, the bag of coke slung over my shoulder… I really felt the game in a way I hadn’t done before.

So to give this post a point beyond my own reflections, have there been any games which you have really had to adopt a particular mindset to fully enjoy? Anything where you’ve gone back with a new approach that really meets what the developers had in mind, and found it better? Or am I all alone here?

Put the cat among the AIs.

Er, or the pigeons. Anyway. What I’m going to talk about in this post is something I expect will be a common theme for me because I find it rather fascinating. That is to say, how AIs act when direct human intervention is absent or minimized.

I’m not quite sure why this is, but I am fascinated by – have always been fascinated by – watching a game do its thing with a minimum of intervention on my part. I suppose this is something that many people do enjoy, given the success of The Sims franchise, but for me it extends into almost any genre you can think of. If there are AIs, I will want to watch them do their thing without me being involved, or watch them reacting to some particularly huge event I set in motion and then retreat from the scene, like some kind of nuke-delivering playwright.

Some Cupid kills with arrows, some with nukes

Here’s the thing: I know what the computer can do to me, generally speaking. I can figure out how it works and unless I set myself particular conditions (Which I admit I usually have trouble sticking to) I can exploit the AI’s inevitable weaknesses. When it’s AI against AI, I can oftentimes see a more level playing field which is consequently quite enjoyable to watch.

Sometimes though, it goes in a stranger direction still. Take Populous: The Beginning. Now, when I play that game, I really get into it. And when I visit disasters on a rival I really like to watch how they deal with it. I very commonly storm in, wipe out everything except any critical buildings and a couple of builders, then retreat and watch them rebuild. I do the same in various other strategy and RTS games. I love watching an AI country/state/tribe/etc. put itself back together, deal with the hardship I have inflicted. Now, I’ll concede, to some extent there is a streak of vicious sadism here. I flat out enjoy knowing that their puny civilization exists at my indulgence. But still, I enjoy watching it work as a system, as an ‘intelligence’ of whatever sort as well as a group of little computer people, a simulated society (However crude these simulations may be at this point notwithstanding).

With broader applications I think systems like this can be very powerful for immersion and enjoyment in games. Though I think GTAIV was a somewhat flawed game, the way it drew you into the world – in large part reliant on building a convincing city to inhabit – was quite astounding and unmatched. I guess what it boils down to is: Watching stuff happen without player involvement can be a critical thing in immersing the player. I’m eagerly awaiting the day when a game comes out where you are just one actor among many. Not in the MMO sense so much as… imagine Dynasty Warriors. Now imagine you’re a regular soldier on the battlefield, or at least the other generals and such run around as actively as you do. Conventional game design wisdom places the player as the primary actor, but also makes the player’s character the primary actor in-universe, and often enough the only one who has agency of any meaningful sort. I don’t agree entirely with this wisdom – I think being part of a larger system could not only serve as a strong method of immersion, but would also make the things the player does control that much more tangible and meaningful.