Gambler was suggesting it's an ideal of his "presence effect", not of immersion. He's probably right - but that doesn't make a "presence effect" particularly interesting, or necessarily desirable.Castanova said:Virtual reality is most certainly not the ideal of immersion...
Emulating a real-world "presence effect" seems no more compelling, and no less dull, than any of the other countless instances of emulation in games. It's one possible aim - but nothing more than an obvious starting-point.
I don't think it's that useful as a primary design tool. Its use would lie in the analysis of prototypes, early versions and similar. Aiming for specific types of immersion would be a bit daft, but testing prototypes and analysing them in detail isn't.Now, can someone here actually outline how sub-classifying types of immersion can be applied from the design stage (and not from the post-mortem stage)...
That's not to say that it'd be impossible to aim for specific immersion types in early design - it'd just be a pretty daft way to go about things. No designer with any flair/zeal/vision should be designing with metrics; all designers need to test and adapt based on feedback (not through knee-jerk reaction, naturally).
This seems an unreasonable request. A huge amount of factors will influence the quality of a game. An effective methodology of applying one technique should hardly be expected to result in a "high probability of being a good game"....such that the result has a high probability of being a good game?
The utility of such analysis would be in getting as clear as possible a picture of how players responded to a prototype / early version / sample level.... Once you have that clear(ish) picture, you can make decisions on changes with a better idea of their likely impact. For example: what you might remove/adapt with low/high risk; which corners you can afford to cut when you're creating more content under time pressure; which areas have immersion redundancy for most players, and which lose players the moment the primary pull evaporates....
Naturally, suggesting prescriptive, knee-jerk responses to such tests would be foolish. Reasonable design decisions will depend entirely on the context of the specific game. However, that doesn't make prototyping, testing and feedback - including analysis of immersion - a bad idea. More feedback can only be a good thing - so long as it is carefully considered.