Lancehead
Liturgist
- Joined
- Dec 6, 2012
- Messages
- 1,550
Rereading DefJam's post, to me that partly defines "immersion". Immersion has more to with the ways the player can interact with his environment than visuals or art direction which only help complete the experience. One other aspect of immersion that Thief games did very well was the sound design which was modelled after real sound propagation taking into account distance travelled and different mediums it travels through. This was immersive not because it was realistic (well, it was, ultimately) but because it opened up new ways of interaction.
For example, consider the player hears footsteps of a guard from the upcoming chamber. The player can come out into the open or take a peak to see where the guard is, but if the player does not want to risk detection because there are no shadowy corners, he can rely on sound to estimate the guard's position. Not only that, an attentive player can map out the patrol path of the guard, approximate the different surfaces in the chamber, and perhaps even sketch out the layout of the chamber.
On the other hand, in our sticky cover tpp game, you simply enter cover.
For example, consider the player hears footsteps of a guard from the upcoming chamber. The player can come out into the open or take a peak to see where the guard is, but if the player does not want to risk detection because there are no shadowy corners, he can rely on sound to estimate the guard's position. Not only that, an attentive player can map out the patrol path of the guard, approximate the different surfaces in the chamber, and perhaps even sketch out the layout of the chamber.
On the other hand, in our sticky cover tpp game, you simply enter cover.