Opinion: Why Immersion Shouldn't Be The 'Holy Grail'
[Immersive realism may be the "Holy Grail" of game development, but should it be? In this opinion piece, author and designer Lewis Pulsipher argues that most players don't want "role-fulfillment," in support of the idea that strong mechanics -- and even player design awareness -- is a more suitable goal.]
"I think a video game is all about articulating a dream." Mark Meadows, as quoted in Virtual Apprentice Computer Game Designer (p. 7)
"Immersive": "generating a three-dimensional image which appears to surround the user” Webster's New Millennium Dictionary of English (second definition)
"Grail": 1. A cup or plate that, according to medieval legend, was used by Jesus at the Last Supper and that later became the object of many chivalrous quests. Also called Holy Grail.
2. often The object of a prolonged endeavor. (The American Heritage® Dictionary of the English Language, Fourth Edition)
Some well-known game industry professionals, especially those interested in establishing video games as "Art" (with a capital "A"), believe that the goal of game-making is to produce a game so immersive, so "real", that it becomes an equivalent to the Star Trek holodeck or the world ofThe Matrix -- a detailed simulation of reality.
A recent representation of this point of view is Steve Gaynor's 'On Invisibility in Game Design'. If I can characterize his point of view, he feels that gamers should not notice the "hand of the designer," so that the game will feel more real and less like a game -- hence the reference to the designer's "invisibility".
Is this "immersive" separation from reality what all designers should strive for? Absolutely not. While immersion may be a worthy goal to pursue, it is not where most game designers should concentrate their efforts if they want to pursue their profession successfully.
'Role-Fulfillment' Versus 'Rules Emergent'
While role-fulfillment is at one end of a spectrum of game types, at the other end is the "rules-emergent" game, one that doesn’t depend on a story (dream?) for its interest; where the interest comes from the interaction of the mechanics with the player(s), and of the players with one another.
Immersiveness is certainly more attainable with video games than with older non-electronic games, though it is easy to argue that pen-and-paper Dungeons and Dragons provided make-players-cry immersion long before video games could aspire to it.
Yet most non-electronic games are generally not immersive simulations; not "role-fulfillment", not "articulating a dream". Part of this is the limitations of the medium, but part reflects the purposes of the players.
Such games are often social occasions, and if there’s any immersion, it’s with your friends, not within a dream or alternate reality. Such games may be competitions, to see who can work best within the framework of rules and mechanics, and immersion is irrelevant. In these cases, everyone knows they’re playing a game, and the designer need not feel an urge to be fully "invisible".
Some might suggest that games are "progressing" from the rules emergent tradition of early video games to role-fulfillment. But is that the case? Apparently not from the game buyer’s point of view, at least.
Immersion And The Mainstream Audience
Look at popular Wii games, and at casual games. These are generally rules-emergent games, with no pretense of "immersion". Arguably, Nintendo chose not to compete in the technology-driven "realism" field with the Wii, and most casual games are 2D, not 3D.
The high numbers of buyers and players of these games suggests that a significant proportion of the audience -- if not the majority -- wants to play games, not immersive "simulations".
Put another way, is the immersive simulation (Star Trek Holodeck, Matrix) only the desire of some of the hardcore fans? Shooters may be seen as the poster-child for the immersion Holy Grail: known to be popular with young, hard-core, male players, but less so among older males and female players. [Check the recent Pew Survey, question K14: shooters were played less by teens (males and females not separated by gender) than any of 12 game categories except survival horror games.) ]
The core market's criticism of the Wii reflects the "quest for the Holy Grail" of immersiveness. To hear it told, Wii isn’t "next-Gen" because the hardware isn’t up-to-date, because it’s not “immersive”.
Yet as Steven Levy pointed out (Nov 2008 Wired magazine, p. 114), "the Wii, Guitar Hero, and the iPhone have shown us that we can interact intimately with the digital age without ‘virtual reality’ immersion."
And venerated Nintendo designer Shigeru Miyamoto has said: "we want to entertain people by surprising them . . . we are nothing but entertainers." This certainly doesn’t require "immersion".
While casual games are not generally individual big sellers, some of the Wii casual-style games are. And casual games as a whole are likely to be the growth area in video games, not AAA fare. Why?
It seems there's a significant number of adults who want to play a video game for a while to relax, to have their attention diverted from ordinary life. They don’t want to be immersed in some simulation, some dream-fulfillment–if nothing else, they don’t have the time for it!
Perhaps teenagers and 20-somethings, frustrated with a heavily-monitored existence and (apparent) lack of freedom, want to immerse themselves to escape their frustration, but that’s not the norm for gamers. The hardcore male teenagers and 20-somethings are the most vocal -- but the average video gamer is now older than that, and not overwhelmed with frustration.
Hills First, Mountains Later
Developers deeply committed to making immersive AAA games may not notice all the hills around the very high mountain they’re trying to climb to attain the Holy Grail. Climbing the mountain is a worthy goal, but most video games are in the easier-to-climb hills–-easier for players, and more practical for publishers and developers.
While games may not be recognized as "high Art" until we attain the Grail, profitability and employment for thousands of artists, engineers, and designers depends on games that are good games, not High Art or Ultimate Escape.
From a designer’s point of view, the immersiveness of games ultimately depends on technology and large amounts of money, not on the imagination of the designer. If a designer wants to make highly immersive games and is fortunate enough to work for a company that can afford to pursue that quest, well and good. But most professional game designers do not have the opportunity to make immersive games, or do not want to.
In historical board gaming, a related discussion has gone on for decades, posed as “realistic simulation” of warfare vs. “good playable game”. In general, the most realistic “simulations” (realistic in historical terms, not, of course, in personal immersion) have been poor games.
"Immersion" is an illusion of another reality. The danger with this Holy Grail is that we’ll forget gameplay while trying to improve immersion. Games are games: gameplay, not “Art”, is what counts.
Many of the games that go furthest toward immersion do not offer gameplay that interests the majority of game buyer. They are temporary illusions rather than long-term favorite games.
Let’s not make the mistake of equating escape from reality with fun. Games have been enjoyable for centuries, long before escape from reality was a major design component of any game. Video game designers, most of the time, should concentrate on good gameplay, not on extremes of illusion.
[Dr. Lewis Pulsipher comes from the non-electronic side of game design, and teaches video game design at Fayetteville Technical Community College, NC. His most well-known game, Britannia, is among the games described in Hobby Games: The 100 Best, edited by James Lowder. ]









Comments
I think you're using an inappropriate definition of immersion. Janet Murray defines immersion in Hamlet on the Holodeck as psychological immersion: "the feeling of alertness that comes from ... this new place and the delight that comes from learning to move within it". This is the definition of immersion I see used much more than Webster's VR nonsense.
This immersion does not just come from being lost in a simulation. A chess player will become engaged in the intricacies of a chess match. Tetris can feel like a struggle for your life. System Shock is more immersive than Crysis, even though the latter was a "better simulation."
Immersion comes from gameplay, not technology. Realism is not the primary barrier to suspension of disbelief. When gameplay and interactivity are engaging, and when there's an effective feedback loop between player action and game events, immersion will emerge.
Posted by: Gregory Weir | December 23, 2008 9:38 AM
@ Gregory W.
That is exactly what he is saying. I think you are quibbling over the definition of "immersion"--your entire comment is a reiteration of Dr. Pulsipher's piece. Developers should focus on gameplay and not on "realistic" design.
Posted by: Steve | December 23, 2008 11:36 AM
@Steve
only, Gregory said it more succinctly? :-)
Posted by: Raoul Duke | December 23, 2008 5:25 PM
YES! Finally some theory I can get behind!!
Posted by: raigan | December 24, 2008 7:03 AM
@Steve
It's not really quibbling. Immersion and realism are completely different things. The game industry is focusing too much on realism and not enough on immersion. Using the terms interchangeably makes it very confusing.
Posted by: Rhaegar | December 24, 2008 11:01 PM
While I'm all in favour of dropping realism from games, there is one genre which has greatly benefitted from immersive aspects of modern machines. I don't think next-gen does much to improve it, though. That's vehicle simulation games.
When you compare modern racing sims with older ones you almost always find the newer ones play better because essentially of the open-world aspect.
Of course, this doesn't extend all of the way - I'd play TrackMania, which has a loose grasp of what "physics" should be over GTR2, which tries to model clutch wear - and once again this reflects my desire for fun over realism. What I'm trying to say, though, is that it sometimes /is/ better to have some "realism", or at least deep and consistent physics.
Posted by: bucko | December 26, 2008 2:09 AM
As a lifelong gamer who was about to skip this generation until the Wii was announced, it's very refreshing to see a piece that represents my views so well. Great article. Let's hope developers get the message and finally return to creating games!
Posted by: Joetrumpet | December 26, 2008 7:52 AM
I agree with the article's sentiment but I also agree with Gregory. Immersion should not equal to the pursue for realism. Immersion emerges from the opportunity and encouragement to learn from the past actions. Many modern "next generation" games that pursue only realism have forgotten this simple rule of thumb in game design (see for example the misuse of repetition in assassin's creed's beautifully constucted world). Surely some pearls do exist that are able to combine both aspects, namely the depiction of (near or fantasy) realism through carefully selected world details and opportunities to learn/adapt/renew throughout the experience. These games have been deemed highly both by the critics and the uncompromizing global gaming community (Half life, Halo, Portal, Ultima etc.). Ultimately, scripted and detailed storytelling is a good servant but bad master in the game design process.
Eventually, any level of abstaction will do for a game to be immersive as long as the natural human desire to understand, learn and adopt will be properly served in the experience. The next gen hype has tried to derail the game consumer herd from this elementary principle in gaming and has ultimately left its followers with mostly unsatisfying experiences. After all, movies have and will provide that form of escapism more effectively than interactive storytelling that has lost its roots in gaming ever will.
Posted by: Mika R | December 26, 2008 4:03 PM
While I somewhat agree with the article, the "gameplay, not 'art,' is what counts" comment bothers me on some level. I've seen these sentiments echoed across the internet, and it's disconcerting. While I see the point of the article -that developers should focus on gameplay over "art"- , I would argue that the gameplay and "art" do not have to be two different things. While perhaps not implied in the article, this common perception that "art" and "gameplay" vary inversely strikes me as rather narrow-minded.
Perhaps a better way to put it is (like what has been said in previous comment) that developers are getting the wrong idea about how to "immerse" the gamer on a fundamental level. A game doesn't necessarily need be a VR-like experience to reach its audience. The set of rules themselves can perhaps be a part of what makes a game "art," but that idea strays off to a different subject.
Posted by: Square Ninja | December 26, 2008 8:03 PM
Some people have applied their own definition of "immersion" to my article and then objected to the results. I'm talking about the desire, nay assumption, that if a game is more "realistic", it is necessarily better. For every person who requires immersion in his or her games, there are several gamers who not only don't require it, they're not really interested in it. Gamasutra (and gamedevs in general) seem to be dominated by the former. Yet the latter are where we need to go to reach a broader audience.
Notice that I'm not advising gamers about what they should play, I'm advising designers, especially wannabe designers, about what they should keep in mind when designing games, that there's a lot more to game design than 'immersion'.
I didn't say that no one should pursue immersion, I said that most designers should pursue other more important things.
There are at least five different things we can talk about that someone might call "immersion", and conflicting definitions from different people:
Immersion as used by gamedevs/authors of game design books: "the feeling that you're really there" or "realism"
Immersive: "generating a three-dimensional image which appears to surround the user” Webster's New Millennium Dictionary of English (second definition)
Willing suspension of disbelief (necessary for every novel but especially fantasy/science fiction)
Suspension of disbelief: "a willingness to suspend one's critical faculties and believe the unbelievable; sacrifice of realism and logic for the sake of enjoyment"
Webster's New Millennium™ Dictionary of English, Preview Edition (v 0.9.7)
Catharsis ("the zone", the feeling you get when you suddenly double your highest Tetris score in one sitting)
Catharsis: "the purging of the emotions or relieving of emotional tensions, esp. through certain kinds of art, as tragedy or music."
Dictionary.com Unabridged (v 1.1)
Based on the Random House Unabridged Dictionary, © Random House, Inc. 2006.
OR
"A release of emotional tension, as after an overwhelming experience, that restores or refreshes the spirit." The American Heritage® Dictionary of the English Language, Fourth Edition
"The Flow" Optimal experience, something that is not too easy but not too challenging
Csikszentmikalyi is interested in "the positive aspects of human experience -- joy, creativity, the process of total involvement with life I call flow" (Flow: the Psychology of Optimal Experience (1990), p. xi).
Verisimilitude
"1. The quality of appearing to be true or real . . .
2. Something that has the appearance of being true or real."
The American Heritage® Dictionary of the English Language, Fourth Edition
Copyright © 2006 by Houghton Mifflin Company.
"All that gives verisimilitude to a narrative." --Sir. W. Scott.
I think I'll need to write something fairly lengthy to try to discuss all of these separate but related ideas.
(Ian Schreiber passed on the following quote he heard from Ernest Adams years ago. "A statue of a bear in a city park is not better if it's
so lifelike that it starts eating people.")
Posted by: Lewis Pulsipher | December 29, 2008 4:57 AM
Lewis, I think the two first definitions of immersion have inclusive relationship: sensing "(physical) realism" wakes "the feeling that you're really there"
So to me, these are alternative explanations to immersive experience and "(physical) realism" is narrower than "the feeling of being there".
For example, in another dimension the laws of our reality would not apply but still the experience of visiting such place would be "immersive" if experienced holistically through our biological sensors (and assuming that we were able to understand and adapt to our sensory stimuli).
"Suspension of disbelief" would happen due to this holistic (or sufficiently holistic) sensory experience and immersion would take over in our perceptual model, as long as we are able to construct one. So the (physical) reality is not necessity for "being there" (i.e. immersive) type of experience.
The latter explanation, "realism", refers to the pursue of replicating our own reality through simulation. Realism, when experienced properly, leads to the other (main) definition of immersion.
In my mind, game makers should realize that the immersion is a worthy goal to have but there are other means to obtain it than just by following the path of incremental accumulation of realistic physical details.
I understand that your meaning of immersion emphasizes the role of physical reality, but I think it is a bit misleading to use it this way. Immersion can be understood in many other contexts than only as an outcome of replicating the physical reality in a highest possible resolution.
I believe that a high level of sensory/narrative immersion is always necessary to obtain the best possible escapist experiences.
Posted by: Mika R | December 29, 2008 5:45 PM
...and by "sensory/narrative immersion" I mean any stream of stimuli (abstract or physical) given to the player so that they can start constructing their perceptual model of the given environment (i.e. to start learning and adapting to the versatile situations that will arise from the actions in the scene)
Posted by: Mika R | December 29, 2008 5:52 PM
I think something that is missing in many mmorpg's is emotional immersion. To really care for those around you and the things you're doing. For me, I think ther's a real deficit. A sense of detachment. For example, in guilds that I've been in, people come and go and rarely stick together for very long in the mad rush for raid gear and whatnot. I've found that sticking with people you've known for long periods does introduce an emotional dimension, but I often feel like I'm having to swim upstream to preserve it.
A lot of things has improved in mmoprgs, but a lot hasn't. Graphically, they're looking better and better. The UI's and gameplay are smooth as silk, but only so far as they've been progressed forwards. Below the surface, there're many shortcomings. NPCs still act like scripts, they don't do anything in most examples, they often have a vacant look on their face. And to be honest, the worlds themselves aren't very believable. They often just don't seem right. I've read fantasy that makes more sense than most of the games I've played. They might look real, but they don't act real. When I read a book or watch a movie, I can't suspend my sense of disbelief unless the movie can in some way seem sensible or logical. Even the land of oz will have some kind of physics. Only then can I identify with it in some way, and make those emotional connections. I feel this is a fault of many developers. It's a creative block of some sort. Or a lack of attention or need for it.
Then again, maybe emotional immersion would not always be fun. How can we always be happy??? Would feeling sad in a game world be discouraged?? Without a full range of emotions, how can we really say this is art??? Art is a full array of good and bad, ups and downs. To be fair, some aspect of sorrow or loss should be given a chance.
And most of these worlds are almost entirely focused on combat. It's immersive if that is what you care for, but so much is left out. Constant fighting, over and over, in the same places, in a world with absolutely no physics or common sense. It was all thrown out the window. Sure, the npcs tell you that they must do such and such, but it never changes and as I said before, there's an absolute lack of any conservation of energy. It's as though the world has no memory, no common bond, no history, no future. The worlds aren't alive. In fantasy books, I often make hte world alive wiht my imagination, but it's just not the same with mmorpgs. Same for movies.
If the only goal of mmoprgs is to have a simulation of combat and teamplay, then they've likely done very well, but that should not be the only judge.
Posted by: John | February 6, 2009 12:52 PM