I've posted this here before but it's actually not a new-fangled definition or term at all. It's old as fuck, it dates back to about 1992 if not earlier. It comes from Looking Glass Studios, here's them actually giving a short, coherent-ish definition back in 1997:All these new-fanged definitions to me.
I just want to shoot/slash bad guys, and control squad or great armies.
Thank you!
This is the guy who added a 451 code to his game Gone Home and then said "Gone Home is in the same world as System Shock". Hmm...Steve Gaynor
I've got it, it's right here:This is the guy who added a 451 code to his game Gone Home and then said "Gone Home is in the same world as System Shock". Hmm...Steve Gaynor
EDIT: Sadly I can't find the source for this statement, will look more for it tomorrow...
immersive sim sounds so gay. let me play an rpg without needless padding. if i want to play an *immersive sim* ill play a game designed completely around that, incompatible with RPGs
incompatible with RPGs
incompatible with RPGs
an afterthoughtimmersive sim sounds so gay. let me play an rpg without needless padding. if i want to play an *immersive sim* ill play a game designed completely around that, incompatible with RPGs
incompatible with RPGs
incompatible with RPGs
The best isometric "immersive sims" (autists mind the quotation marks before you shit yourselves over definitions) were done by skeleton crews.Your typical indie RPG is a skeleton crew stretched thin doing what they are trying to do as it is.
Your typical mid/AAA RPG these days is trying to play it safe whenever possible and anything uncertain is a red flag.
Exactly. Also Fallout, Underrail. Between them these feature NPC sleep/work schedules, light-mapping and facing of characters being utilized to calculate stealth rating, shrapnel from grenades, "swiss cheese design" of quests, with at least two of pesuasion, combat and stealth solutions, also pickpocketing and planting of items, also somewhat destructible environments (doors, walls), and simulating effects of fire, cold, and chemical agents. Of course the simulation is nothing deep, but the damage, the light, and the stealth are systems-driven.Nah, the best example of a great RPG with great immersive sim elements, would probably be Arcanum
I think the games I listed above give a good compromise between what you describe as good experience - a PnP RPG approximation - and the benefits of playing on a computer. Benefits that in various ways amount to the ability to save ourselves the mental math and let the computer use "systems that produce consistent emergent behavior between objects and entities" for determining the outcomes of certain complex actions the players can attempt. After all the computer is just a tool, and we are looking to use it optimally to improve the "feels" that PnP gives us.you probably think like most people that's exactly what RPGs try to be, simply the most realistic games focusing on character scale (not grand strategy) which is absolutely not what I think, I think cRPGs, unlike other genres of video games, are the games which try to replicate the RPGs you were playing on your table, which if unlike other genre is the relevant part is then actually an opposite philosophy. In many ways the limitations you would get on your table are the core thing which should distinguish the games from other kinds of video games. I prefer when I feel like a GM is organising things.
Immersive sims are very hard to implement. You need several systems which must work at the same time and that's much more difficult to implement than linear rpgs
Immersive sims needs specific implemented games engines. At present, the overwhelming majority of modern indie developers is not able to go beyond a generic game implementation made with Unity or Unreal.
I'll point you to Tim Cain's principle that worldbuilding should inform the story, and the world and story should inform the systems your RPG would need. I.e. a world featuring ninja-like assassins who are also part of the story, should have sneaking skills implemented in its RPG ruleset, and the means to calculate a character's stealth rating should be built into the engine.This is something you can do mostly on engines build from scratch and with certain features in mind
You can't play quests the way you want.Question for the audience - is RDR2 an immersive sim? If no, then why not?
This is something you can do mostly on engines build from scratch and with certain features in mind.
Because adding anything serious&complicated later is asking for troubles (bugs and glitches).
Or have people who knows engine good enough to create something new like they did in Deus Ex on Unreal Engine - but that one engine wasn't advanced (ie. "bloated") enough to be an obstacle for their vision.
There's a madman recreating Ultima Underworld in GZDoom:This is something you can do mostly on engines build from scratch and with certain features in mind.
Because adding anything serious&complicated later is asking for troubles (bugs and glitches).
Or have people who knows engine good enough to create something new like they did in Deus Ex on Unreal Engine - but that one engine wasn't advanced (ie. "bloated") enough to be an obstacle for their vision.
RDR2 doesn't have quests. It has missions. Many of its side missions have multiple solutions.You can't play quests the way you want.Question for the audience - is RDR2 an immersive sim? If no, then why not?
Any slight deviation from the devs vision = mission failed
Eeeeeh... the games you're describing are CRPGs which are different from immersive sims. Seriously, they were around at the same time as the Looking Glass stuff and were clearly very distinct things from one another. I mean you wouldn't confuse Fallout 2 for Thief: The Dark Project now would you?The best isometric "immersive sims" (autists mind the quotation marks before you shit yourselves over definitions) were done by skeleton crews.Your typical indie RPG is a skeleton crew stretched thin doing what they are trying to do as it is.
Your typical mid/AAA RPG these days is trying to play it safe whenever possible and anything uncertain is a red flag.
Exactly. Also Fallout, Underrail. Between them these feature NPC sleep/work schedules, light-mapping and facing of characters being utilized to calculate stealth rating, shrapnel from grenades, "swiss cheese design" of quests, with at least two of pesuasion, combat and stealth solutions, also pickpocketing and planting of items, also somewhat destructible environments (doors, walls), and simulating effects of fire, cold, and chemical agents. Of course the simulation is nothing deep, but the damage, the light, and the stealth are systems-driven.Nah, the best example of a great RPG with great immersive sim elements, would probably be Arcanum
I think the games I listed above give a good compromise between what you describe as good experience - a PnP RPG approximation - and the benefits of playing on a computer. Benefits that in various ways amount to the ability to save ourselves the mental math and let the computer use "systems that produce consistent emergent behavior between objects and entities" for determining the outcomes of certain complex actions the players can attempt. After all the computer is just a tool, and we are looking to use it optimally to improve the "feels" that PnP gives us.you probably think like most people that's exactly what RPGs try to be, simply the most realistic games focusing on character scale (not grand strategy) which is absolutely not what I think, I think cRPGs, unlike other genres of video games, are the games which try to replicate the RPGs you were playing on your table, which if unlike other genre is the relevant part is then actually an opposite philosophy. In many ways the limitations you would get on your table are the core thing which should distinguish the games from other kinds of video games. I prefer when I feel like a GM is organising things.
The "I prefer when I feel like a GM is organising things" is something I fully subscribe to, because a human mind will always be superior to what has been coded in advance, trying blindly to predict the player's actions. But without "systems that produce consistent emergent behavior between objects and entities", which open up freedom for the player to solve quests in multiple ways, the designer is left with just scripting at his disposal, and that's an "evolutionary dead end" for RPG design. With hundreds of hours put into scripting, let alone testing and debugging the scripts, we would still be no match for a human DM coming up with an idea on the fly. Nor with a solution the player comes up with by utilizing the systems.
And they give you a mission failed message if you try to deviate in any way from one of the paths they planned. Imsims are about giving you a bunch of tools and letting you come up with your own solutions to obstacles.RDR2 doesn't have quests. It has missions. Many of its side missions have multiple solutions.
The only parallel I'm making when talking about isometric "immersive sims" and immersive sims as described by LGS is that of using systems to solve problems, as opposed to scripting. Dialogue is also a system, but as mentioned the questions and answers are all predefined, so I'm not counting it when I say "using systems as opposed to scripting".I mean you wouldn't confuse Fallout 2 for Thief: The Dark Project now would you?
Wrong about what though?So... no. You're wrong
The main story missions, yes. That's the intent. They are the main story missions. There are hundreds of hours worth of gameplay and self-engineered fun to be had without ever touching the main story form the moment you arrive at Strawberry. There are also discoverable side missions, which are more open to creative solutions, although the usual alternatives are "violent" vs "less violent" to accomodate the karma mechanic, which in the end also serves the main narrative. Most people express opinions on this game while being grossly uninformed about it, or have rushed through the main story in the best of cases.And they give you a mission failed message if you try to deviate in any way from one of the paths they planned. Imsims are about giving you a bunch of tools and letting you come up with your own solutions to obstacles.RDR2 doesn't have quests. It has missions. Many of its side missions have multiple solutions.
RDR2 feels like two games with contradictory design goals stapled together, yes.The main story missions, yes. That's the intent. They are the main story missions. There are hundreds of hours worth of gameplay and self-engineered fun to be had without ever touching the main story form the moment you arrive at Strawberry. There are also discoverable side missions, which are more open to creative solutions, although the usual alternatives are "violent" vs "less violent" to accomodate the karma mechanic, which in the end also serves the main narrative. Most people express opinions on this game while being grossly uninformed about it, or have rushed through the main story in the best of cases.
Agreed. I think the intent was that the player will spend a hundred or so hours living out his old west bandit fantasies, being reckless and a jerk, but this time spent will lead him to identify more and more with the character. So that when the player returns to the main story and the reveleation comes, it will affect him emotionally all the more, and it will be in tune with his deeds from the "open world" phase. It didn't work like this for me, because Arthur struck me as more of a level headed character, already past his wild years and I shied away from being cruel and reckless without cause. But I can see how it could actually accomplish turning the player into a director of his own movie-like experience, with a grandiose character arc for Arthur.RDR2 feels like two games with contradictory design goals stapled together, yes.The main story missions, yes. That's the intent. They are the main story missions. There are hundreds of hours worth of gameplay and self-engineered fun to be had without ever touching the main story form the moment you arrive at Strawberry. There are also discoverable side missions, which are more open to creative solutions, although the usual alternatives are "violent" vs "less violent" to accomodate the karma mechanic, which in the end also serves the main narrative. Most people express opinions on this game while being grossly uninformed about it, or have rushed through the main story in the best of cases.
You're still mostly just describing CRPG mechanics - and more than that (especially since you mentioned Fallout) CRPG mechanics that were already around when Looking Glass were making the original immersive sims. Just using Fallout as the example: yeah, sometimes a lot of the quest design is handled by the actual game engine/mechanics (obviously dialogue and speech checks are more 'authored' quest design) but they're almost all tied to your SPECIAL, skills, traits, perks, dice rolls and so on. It's still very much a Computer RPG, as in a computer game version of a tabletop role-playing game.The only parallel I'm making when talking about isometric "immersive sims" and immersive sims as described by LGS is that of using systems to solve problems, as opposed to scripting. Dialogue is also a system, but as mentioned the questions and answers are all predefined, so I'm not counting it when I say "using systems as opposed to scripting".I mean you wouldn't confuse Fallout 2 for Thief: The Dark Project now would you?
Wrong about what though?So... no. You're wrong
And to be clear, even Looking Glass themselves made that distinction. Here's them doing exactly that in 1997:
Yeah, that's pretty self-evident. Yet with regards to dialogue, we have nothing better than scripting and branching trees. LGS couldn't come up with a solution for this problem and they chose to design around it, get rid of player dialogue altogether. This boosts believability simply by removing the stunted and limited dialogue system, but imposes other limitations.The tedious mazes of pre-scripted menu options that some games (including our own!) have tried to pass off as "conversations" certainly don't cut it.
That's also self-evident. It's both the intention and the player expectation.It's still very much a Computer RPG, as in a computer game version of a tabletop role-playing game. [...]
In every game your interaction with the environment is constrained by some rules set beforehand. Whether these rules are visualized as a set of tabletop attribute scores or through the physics engine is just a matter of implementationbut they're almost all tied to your SPECIAL, skills, traits, perks, dice rolls and so on. It's still very much a Computer RPG, as in a computer game version of a tabletop role-playing game.
Maybe not "stole", but I quoted something you quoted before that. And the description fits those isometric games I referenced, with the caveat I made.And by the way, you stole that whole, "systems that produce consistent emergent behavior between objects and entities" line from me but I don't think you know what it actually means.