This game is meant to immerse you in a universe where you are flying a spaceship in space. That's also meant the same universe that we are in where the same physical laws apply. If there are elements in the game that are contrary to the idea that you are in a spaceship in space, then those elements certainly break the immersion of being in a spaceship in space. A starry backdrop does not make an immersive spaceship game by itself.
Basically, Wirth et al.’s theory says that spatial presence happens in three steps:
- Players form a representation in their minds of the space or world with which the game is presenting them.
- Players begin to favor the media-based space (I.e., the game world) as their point of reference for where they “are” (or to put it in psychological gobblety-gook, their “primary ego reference frame”)
- Profit!
So, basically, the process starts with players forming a mental model of the game’s make-believe space by looking at various cues (images, movement, sounds, and so forth) as well as assumptions about the world that they may bring to the table. Once that mental model of the game world is created, the player must decide, either consciously or unconsciously, whether she feels like she’s in that imagined world or in the real one. Of course, it’s worth noting that this isn’t necessary a conscious decision with the prefrontal cortex’s stamp of approval on it. It can be a subconscious, on the sly, slipped into sideways and entered and exited constantly.
Players form a representation in their minds of the space or world with which the game is presenting them.
Players begin to favor the media-based space (I.e., the game world) as their point of reference for where they “are” (or to put it in psychological gobblety-gook, their “primary ego reference frame”)
Game Characteristics Leading to Spatial Presence
Characteristics of games that facilitate immersion can be grouped into two general categories: those that create a rich mental model of the game environment and those that create consistency between the things in that environment.
Let’s take the concept of richness, first. This isn’t an exhaustive list, but richness relates to:
- Multiple channels of sensory information
- Completeness of sensory information
- Cognitively demanding environments
- A strong and interesting narrative, plot, or story
Turning to game traits related to consistency, we have:
- Lack of incongruous visual cues in the game world
- Consistent behavior from things in the game world
- An unbroken presentation of the game world
- Interactivity with items in the game world
Believable behavior from things in the game world means that characters, objects, and other creatures in the game world behave like you’d expect them to. It’s also worth noting that the cues need to make sense and be constant throughout the experience. This is one reason that I think Bioshocks’s audio logs kind of hurt the game’s otherwise substantial immersion: Who the heck records an audio diary, breaks it up into 20-second chunks, puts them on their own dedicated tape players, and then wedges those players into the various corners of a public place? It doesn’t make any sense.
"Immersion breaking" means there's something about the game that reminds you you're playing a game and not really out there taking on the pirates. The new FAOFF flight model is immersion breaking because it's been deliberately and obviously nerfed for reasons of game balance in a way that a real-life ship designer just wouldn't do.
Despite the fact that I may have used the term "immersion breaking" once or twice, I'd like to think I used it for the right reasons.
I still find some of the things people claim to be immersion breaking, are totally hilarious.
Allow me to help everyone have a strong meaning of what immersion is... and then I can cite an example of a pretty obvious immersion-breaker currently in Elite Dangerous...
Firstly, read this. All of it. It's not a long article, but it's absolutely clear, concise and very easy to read and understand - then we have some common ground.
Read this before proceeding any further!
-->>> http://www.psychologyofgames.com/2010/07/the-psychology-of-immersion-in-video-games/ <<<--
Ok.
From that excellent article:
Right. So let's see how this relates to Elite : Dangerous...
A player loads up ED. After selecting their playing mode, they are presented with the ED Universe. They may have started in a station/outpost, or they may have started in space. Already, their immersion - or "presence" - within ED has begun. The player's mind begins to favour the concept of "being in" the ED universe, and notice of the player's real life reality begins to dwindle.
As in:
I'm going to argue right now, that at this point, it does NOT matter whatever was said in DDF's, Kickstarter FAQ's, online forums, or whatever was shouted from rooftops. <---- totally irrelevent. What matters right now is that player's experience of the game world, and their "presence" within that world. Their immersion.
So where are they now? Oh, they're in Space. In a Space Vehicle. Doing Spacey Things. Doing Space Trading. Piloting A Space Ship. Running away from Space Pirates. Delivering Space Goods. <---- this is the world they are immersed in.
Hope you're still with me here...
The article goes on....
I think we can ALL agree that Elite : Dangerous provides all of the above.
And here's where I make a point as to why the OP's post about not using immersion as an arguement, gets blown out of the skies (heh cwutididthar)....
This is where ED currently fails, and is the cause of much... discussion... on the forum.
Okay I'm going to skip over all but ONE of those points, to make my example.
To quote the article on one of those points:
Here's a perfectly valid example of an immersion breaker in ED: What FDEV has done to FA Off. Now, please stop groaning. I am only using this as an example of why the OP is wrong. I am ONLY focusing on this one thing, to make a point.
He is wrong NOT because of What Was Handed Down In The Design Decision Forum Stone Tablets. He is wrong NOT because of What A Developer Or Designer Has Decreed On The Forum. Those are perfectly valid things to point out to someone who is complaining about their favourite game bug-bear.
But!
He is wrong because a player, in a Space Game, is expecting a Space Vehicle to behave like it is In Space - remember, the player is immersed In Space, doing Spacey Things. Again, I am saying NOTHING about the overall flight model, only on one aspect of it, to prove my point about the OP's subject...
Like it or not, the fly-by-wire system in ED had a feature added to it - the ability to switch bits of it off so that the Space Vehicle can do More Spacey Things (e.g. being able to rotate freely around its axes whilst still travelling at its current speed and vector). This is something I think most if not all players would expect a Space Craft to be able to do. So they're immersed in the game, and toggle that bit of the fly-by-wire system to get this behaviour, and what do they find? "Why is my ship slowing down when I try to rotate it around its axes whilst it still travels in its current speed and vector!?!?!?!?!?" - and BOOM! goes the immersion - or "presence". The illusion is shattered, and the fun and games begin on forums.
In my opinion, this is why I think the OP is wrong to say "immersion" should not be used as an argument. Where games are concerned, the perceived success of the game depends on the level of immersion the game offers to the player. If that immersion is not forthcoming, or gets ruined because of some unexpected or behaviour inconsistent with the preceived environment the game is based on, then that game is in for some trouble.
Immersion is a perfectly valid argument.
I hope you all got this far.
I also ask that your replies are made after deep breaths and some thought.
I won't write as much text as you, but here is my reply.
You seemed to have jumped from "behave like you’d expect them to" to "behave like you’d expect them to, based on your current understanding of the universe".
That leap is unfounded and is subject to tons of counter-examples (hyperspace, super-hero movies, wizards, goblins etc).
"behave like you'd expect them to" means "behave like you'd expect them to, based on your understanding of *that* universe"
Elite Dangerous may share our timeline but is clearly not the same universe as ours.
Immersion is a poor argument.
I have to agree. "Immersion" is not equal to realism.
"Immersion" or more "immersive" additions are something many RPG or open-world-game players are looking for to create some sort of depth. The don't necessarily add realism to the game.
I liked many immersion mods for Skyrim or the X series as it made the games less "hollow" but not more realistic.
The devs/modder could add a ton of immersive elements to Ewithout even touching the flight physics many people would like to have more "Newtonian".
So I agree, don't ask for "immersion" if you want realism...
He is wrong because a player, in a Space Game, is expecting a Space Vehicle to behave like it is In Space - remember, the player is immersed In Space, doing Spacey Things. Again, I am saying NOTHING about the overall flight model, only on one aspect of it, to prove my point about the OP's subject...
An immersive game is (basically) a game that you can pretend is real:
- the X-wing/tie-fighter series were immersive, but had no concept of newtonian physics whatsoever.
- the Elder scrolls series can be immersive, but again those game have absolutely no basis in reality.
Do you feel like you're a space miner/cowboy/trucker/bounty hunter?
[immersion is mostly due to the world/environment rather than the gameplay]
I'm going to write a book called "Breaking Immersion". It will be about a man who breaks the immersion heater in his hot water tank and has no hot water for a day. It won't be a very good book.
An immersive game is (basically) a game that you can pretend is real:
- the X-wing/tie-fighter series were immersive, but had no concept of newtonian physics whatsoever.
- the Elder scrolls series can be immersive, but again those game have absolutely no basis in reality.
Do you feel like you're a space miner/cowboy/trucker/bounty hunter?
[immersion is mostly due to the world/environment rather than the gameplay]
You skipped over many details, and only focused on one. Your counterpoint has failed to sway me, and I still believe immersion is a perfectly valid argument.
Ummmm..... No. That's just the "immersion is reality" position that was the OP's original point. Not really what gameplay is about.This game is meant to immerse you in a universe where you are flying a spaceship in space. That's also meant the same universe that we are in where the same physical laws apply. If there are elements in the game that are contrary to the idea that you are in a spaceship in space, then those elements certainly break the immersion of being in a spaceship in space. A starry backdrop does not make an immersive spaceship game by itself.
This.
Again, it seems like some people are using 'immersion', when what they should have used is 'realism'. Even the latter is a bad argument to make, considering the technology in the game is far, far beyond anything we have in the present.