20 thoughts on “Genuine question: What the fuck is an immersive sim?”

  1. ATTENTION Ganker. Ganker ADMIN HERE. IT IS TIME TO CALL IMMERISVE SIMS "IMMIDWIT SIMS" SO WE WILL DESTROY ALL TRUMP SUPPORTERS WHO SUPPORT THE MISOGYNISTIC NATURE OF THESE DANGEROUS GAMES. THIS RULE WILL GO IN PLACE IN ONE HOUR

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  2. It’s when you see a lot of guards at the gate, but discover a convenient, man sized vent/sewer, hidden behind a box or potplant, that helps you avoid the encounter

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  3. a game that gives you a bunch of cool systems to work with where you can find unintended ways to do stuff, break the game, do things in a complete non linear fashion, etc.

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    • it supposed to be a design style not a genre

      this is the right idea
      immersive sim is supposed to describe how you play not what you are playing

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    • Fun fact: Bioshock actually was an immersive sim at some point during development it’s just that playtesters didn’t get the games systems so they simplified it down to sweet fuck all and turned it into way more of a mindless shooter:
      >At this point we had already done one small round of internal focus testing with friends of friends, which had turned out mostly positive feedback. So, just after the first beta, the entire design team plus a contingent of 2K producers headed off to see how a group that knew nothing about our company or BioShock would react to the first level.

      >It was brutal.

      >The first level, they said, was overly dense, confusing, and not particularly engaging. Players would acquire new powers but not know how to use them, so they stuck to using more traditional weapons and became frustrated. They didn’t interact with the Big Daddies, and they didn’t understand (or care) how to modify their characters. They were so overwhelmed by dialogue and backstory that they missed key information. A few of the players did start to see the possible depth of the game, but even they were frustrated by the difficulty of actually using the systems we had created.

      >Based on this humbling feedback, we came to the realization that our own instincts were not serving us well. We were making a game that wasn’t taking the initial user experience into account, and we weren’t thinking enough about how to make it accessible to a wide variety of players.

      >After the focus test, we went back to the drawing board for the entire learning sequence of the game.

      It’s all right here:
      https://www.gamedeveloper.com/design/postmortem-2k-boston-2k-australia-s-bioshock

      Fuck playtesters

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        • It gets even more depressing the more you read:
          >The spec of BioShock changed so much over the course of development that we spent the majority of the time making the wrong game- an extremely deep game, and at times an interesting one, but it was not a groundbreaking game that would appeal to a wide audience.
          >We knew from the start that we’d have to make late changes to really bring the game to life-we had even built our original schedule to allow for six months of finalizing-but the amount of change that we ended up needing seriously exceeded our remaining schedule. Ultimately, we were very lucky to get an extension in the eleventh hour.
          >Part of the reason for the late course change came from not having our internal product message clear from the beginning. BioShock had initially been positioned as a hybrid RPG FPS. The decision to reposition the game as a focused FPS came later, after our initial production phase in summer of 2006. Had we been working with an FPS mentality earlier, we could have made better use of our time.

          Fuck me what could’ve been. Imagine Bioshock with System Shock 2’s depth of gameplay.

          >gamedeveloper
          It implies an artistic medium. How dare they

          It’s just gamasutra – they rebranded recently. It’s still a shitty site but the old postmortems you can find on there are really interesting

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