Immersion and Game Design

Immersion? Is this about how our ships will be able to dive into the oceans of Earth-like worlds? Cool!

"Do not immerse your spacecraft in water, even partially".

Pretty sure that's on a warning label somewhere in my Anaconda's user manual.
 
"Do not immerse your spacecraft in water, even partially".

Pretty sure that's on a warning label somewhere in my Anaconda's user manual.
There's nothing about leaving wires dangling all over the cockpit, though. Priorities skewed in that manual I think. ;)
 
Discuss and enjoy, preferably civilly.

[video]https://m.youtube.com/watch?v=Xncs1mrMV6o[/url]

I certainly wasn't expecting content of this quality when I opened this thread. Thanks for sharing.

For what it's worth I completely agree with this guy and he's helped me verbalize my ideas going forward.
 
unless it is a Moray starboat of course.

I think FD had some concept art of underwater bases.

not holding my breath however ;)

edit.. ninja'd of course

cIN6Z6e.jpg
 
Interesting video. I find the analogies to acting, and do reading a book interesting. One of my preferences from a well written sci-i book, or a good film, is for the story to be sufficiently believable that I can suspend disbelief and just enjoy it. Bad sci-fi or bad films are inconsistent, or have bad continuity, which interferes with that process.

So to me much about what is debated between 'fun' and 'immersion' on these forums should be considered in that context. Yes it may be convenient for a ship to transfer immediately rather than with a delay, but that concept makes it harder to me to see the world as a self-consistent entity. Whereas being able to stop playing as a lone ship commander and instead play as crew on someone else's ship can work as long I think of this as two different ways of playing the same game, rather than something which has a mechanical analog inside the game world. If you try to do that with 'telepresence, even while flying your ship 20kly away, then the technology to do that would allow everyone to instantly pilot any of their ships from the safety of their couch in the Sol system, and to switch between them at the drop of a hat. I mean you could engineer the game to meet that expectation, but it would be a different game from the one we currently have. So better to have that mechanism be a form of handwavium, or to recognise that 'Farmboy as ship owner' and 'Farmboy as crewmember' are two different entities within the game universe.

Does that mean that rewards I get as a crewmember shouldn't benefit my ship owner persona? Possibly.
 
There used to be a time when I would've had a lot of things to say about immersion in game design.

Now all I'll say is: implement VR support.

I would disagree, I think VR certainly adds visual stimulation, but in my opinion immersion has nothing to do with graphics.
 
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I would disagree, I think VR certainly adds visual stimulation, but in my opinion immersion has nothing to do with graphics.

I use a 4k monitor and when I go into VR the graphics quality is significantly lower. Stations are no longer stunningly sharp and can be quite blocky in appearance but the feeling of being IN the game is massively enhanced. It truly feels like I'm in a ship docking at a station or landing on a planet.

So I don't think VR is purely down to graphics because the hardware isn't at that level yet that it can compete with a modern monitor but I do think it adds to immersion however illusive that phrase is. In short it makes me like the game more.
 
VR has nothing to do with graphics either.

It has everything to do with interaction, user/machine interface and yes, most importantly immersion.

The immersion is such a big deal I don't even any longer think it's possible to achieve "immersion" on a flat screen in the sense that I understand the word now.
 
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