Raph Koster: "Is immersion a core game virtue?"
That’s the question gaming industry veteran and former lead designer for Ultima Online poses in the title of his latest blog post. And he leads the post off with a quote (from himself) noting — and mourning, to some extent — the loss of the sense of immersion in modern games. That should strike a chord; said phenomenon is something many have bemoaned on this very site, in the comments forms of many articles.
And yet, in answer to his own question, Koster offers a resounding (seriously; it’s in bold text in the article) “no”. Actually, he doesn’t say “no” specifically. What he does say, however, is:
Once upon a time, people actually dying on the field of play was an expected and normal part of sports. Whether it was a game of Aztec tlachtli or plain old rugby, it happened, and was considered an inevitable part of the sport.
Things that we once considered essential to games drift in and out of fashion. And I think immersion is one of those.
…
As I watch my son and daughter play games or participate in role play sessions, I find myself reluctantly admitting to myself that it is a personality type that ends up immersed in this way, and were it not in games it would be in something else. Immersion isn’t a mass market activity in that sense, because most people are comfortable being who they are and where they are. It’s us crazy dreamers who are unmoored, and who always seek out secondary worlds.
It’s just that games aren’t just for crazy dreamers anymore.
…
I mourn. I mourn the gradual loss of deep immersion and the trappings of geekery that I love. I see the ways in which the worlds I once dove into headlong have become incredibly expensive endeavors, movies-with-button-presses far more invested in telling me their story, rather than letting me tell my own.
But stuff changes. Immersion is not a core game virtue. It was a style, one that has had an amazing run, and may continue to pop up from time to time the way that we still hear swing music in the occasional pop hit. It’ll be available for us, the dreamers, as a niche product, perhaps higher priced, or in specialty shops. We’ll understand how those crotchety old war gamers felt, finally.
The article ends on a hopeful note, although not wholly so; one can see the sly critique of the more disruptive monetization schemes present in some modern “free-to-play” games in Koster’s remark about a toll booth on the way to the dragon’s peak.
I think I need to re-read his post a couple more times to make sure I’m fully understanding his point, but I do think he is in general correct about the trends in the gaming market, and about the value of immersion as a gameplay quality.
To be fair, immersion isn’t dead. The success of Skyrim (to take one example) certainly proves that there is value in — and demand for — games that incorporate elements which draw the player deeper into the world of the game and make it easy to become one with the fantasy being woven on the screen. And yet, that only goes so far; Piranha Bytes’ various games arguably offer as much (if not more) in the way of immersion-building systems, and yet have only done passably well in the market. As successful as Skyrim has been (and it has been monumentally successful), its success is not solely because of what immersive experiences it offers. It has broader appeal.
For those of us who came into gaming in the era of Ultima and as subjects of Lord British, immersion will always be a valuable quality to encounter in a game. And yet, it’s worth noting that gaming was, back in that era, far more of a niche thing than it is now. Immersion might once have been a key aspect of games that dominated the market…but how big was the market back then? And how big is it now? What was the average profile of a gamer back then…and what is the average profile of a gamer now? On what did most gamers game back then, and on what do most gamers game now?
And how should game designers be expected to respond to those changes?
The First Age of Update: The more I think about it, the more I think that some definition of “immersion” needs to be settled upon before a solid answer to Raph Koster’s question can really be offered. Over on the UDIC Facebook page, Gallara made the point that immersion is crucial to the idea of games as a break from reality. And I think he is quite correct in saying as much.
Every game needs to draw the player in; every games needs to immerse the player in its…in itself, in some way. Jetpack Joyride has to immerse me in some way, even if that is only through the magnificent simplicity of its design and gameplay. And immerse me it does; that game was a minor addiction of mine a couple of months ago, and I can still waste half an hour trying to get its airborne protagonist just a few metres further into the facility that is the game’s infinite setting.
But in this context, I think Raph Koster is talking about something a little more than this sort of immersion. I think he’s talking about the whole “living world” idea, the concept of a game world that lives and breathes and goes on around the player, almost indifferent to his existence in its midst. The immersion that was found in Ultima, in other words. I don’t ever imagine myself in the place of Barry Steakfries, trying to escape a top-secret research facility with a bullet-shooting jet pack strapped to my back. But I do occasionally imagine myself standing on the shores of Britannia.
I think that’s the sort of immersion Raph Koster is talking about. And I would agree that it’s…not something that’s en vogue these days. Though it is still nice to find it when it happens.
Without immersion I become bored & jaded. Ultima set the standard & I am striving to remake The Savage Empire & future projects as immersible as possible (which is why the project is stuck on water tiles ATM.)
To be fair, I believe that games by Piranha Bytes do passably well due to how their publishers market their games (I am surrounded by gamers & no one ever heart of Gothic or Risen until I introduced them, though everyone knows about Skyrim.) I completed Gothic a record three times and Gothic II twice due to the Ultima-ness & immersion factor that they have.
Games can be immersible in many ways. I find the Total War games as well as Hidden & Dangerous to be very immersible in their own ways.
1) Gallara is female!
2) I don’t think Koster is talking about ‘virtual worlds’. It seems to me that he misses the days of games with understated plots and minimalistic scripting, that just dropped you in and let you mess around with the game mechanics. Thereby becoming immersed in them, instead of becoming distracted by the OMG EPIC STORYLINE.
This has a lot of overlap with what we’d call a virtual or open world, but it’s not the same thing. A linear game can also be understated and gameplay-focused.
I don’t think immersion is dead, I think it has just taken a different form. If anything I argue that modern games with modern graphics tends to be immersive as eck as a rule.
I don’t think immersion is related to interactivity or the virutal world aspect either.
WtF – Security Essentials popped up a trojan alert when I went to this page. I have no idea why, perhaps one of the ads?
Can you give me more details?
This could be a few things, but it would be helpful to know what, exactly, MSSE said.
WordPress is Swiss cheese it appears. Carry on, botnets, carry on.
I agree with INFINITRON completely. I’d also like to add that the pursuit of the “average profile of a gamer” is largely futile, as any “average” of millions of people’s opinions and desires on such a diverse topic is generally the average of white noise (grey). You have a lot of people that don’t give a damn about games, but will pay a couple bucks en masse for something like Angry Birds. The rest of the players either think a great game is a Skinner box or a AAA movie with buttons, as the author mentioned.
Game development is first an art and second a business. The two aspects are very much separate but equal depending on what you value as a consumer. I don’t think there is such a thing as a “core game virtue” as far as regular joe’s are concerned. Game development is an extreme act of personal expression with a hope that people will enjoy it, much like any other art form.
I feel his sadness, as the development of games has become an industry, and as with all industries, has lost its sense of individuality and sincerity. It’s become a grind with one purpose, sorta like Google. The search engine works great, but the reason it exists is for the advertising revenue.
I think immersion should be derived from emergent (I know, overly used term) gameplay mechanics. Little blocks of action that something big and unexpected could be built from.