e·mer·gent
/əˈmərjənt/
1. in the process of coming into being or becoming prominent.
immersive
[ih-mur-siv] adjective
1. noting or relating to digital technology or images that actively engage one's senses and may create an altered mental state: immersive media;immersive 3D environments.
2. noting or relating to activity that occupies most of one's attention, time, or energy.
Elite: Dangerous has been emergent since it first launched.
The misappropriation of language to unclearly communicate things bothers the hades out of me.
How, exactly, would you like to see passenger missions "coming into being" and "occupy most of your time, attention or energy"? They already come into being in the passenger lounge. They occupy plenty of time, attention and energy just carrying them out. What more do you want from them? Bare in mind the game does have limitations.
From the standpoint of game play and game dev, The word "emergent" has been taken to mean "organic to the experience, emerging as the game is played rather than dependent on scripted events." It's easy enough to see how the dictionary definition applies the standard usage of the word as seen through the lens of game dev.
As for "immersive," well I'll admit I'm "immersed" in mission board hopping trying to fill my hold in time to get where I'm going before the passenger missions expire, and in that sense it occupies all my time, energy and attention, but I have my doubts that this is the way in which FDev wants people immersed in their game.
Playing semantics with an English major is not likely to get you where you need to go.
Structured mission based quests are excellent. It's important that they be there. I'm glad to see them.
They can not be the only way to fill seats on a passenger liner if we wish to call passenger gameplay fully emergent. Missions are procedurally generated scripted experiences. Especially if you rely on them for 100% of the gameplay content the way the passenger lounge does.
Emergent gameplay would be more similar to the commodity system, at least in the sense that with commodities, you have the option to forge a trade route for yourself rather than being restricted to the RNG of procedurally generated haulage missions. Don't find a mission you like, scan the galaxy map for a trade route or go to EDDB, load up with whatever you can, and go wherever you want. T
hat's emergent gameplay, and that's the difference between what the passenger system we have now is, and what it needs to be -- the ability to find your own passenger hauling experience rather than being forced into what the mission generator provides you..