There used to be a time when all a bunch of people needed was some pen and paper. They'd sit around a table and create an entire world in their heads. There were no limits to what your imagination could create and it was a lot of fun. A lot of computer games still included a great deal of imaginative immersion as well in the early days of the industry. Text-based games being prime examples of course, but players often did bring their imagination into graphical games as well. I'm not sure when this started being less and less the case, but it probably began in the early 2000s and then accelerated. Mainly due to improved graphics. We're primarily visual animals, so the more we can see in front of us the less we rely on our own minds to imagine for us.
So it seems to me that at some point in time, the responsibility of immersion began to shift away from the player and onto the developer. Which I think is both unrealistic and unfair. The player is always responsible for what happens inside of his/her head and how the immersive connection to the gameworld is made. The game itself is merely providing the tools and the setting. Most tabletop gamers probably didn't go as far as blaming the manufacturer if they failed to have fun, and yet this is exactly what a lot of us do when it comes to virtual settings.
This attitude can rob the player of a lot of immersive fun. Even in a triple A title, there's still room for injecting your own imagination. I'm not talking about full on role play, but making up your own narrative, or using the power of imagination to patch over any potential flaws, bugs or shortcomings as a great way to not only stop the game's natural immersion from breaking, but to enhance it.
This is just an example, and don't flame me for it, I don't do it anymore lol. When I first started trading in ED I was running without shields and was deathly afraid of interdictions. So for a while I was using the old panic and logout/log back in trick. But that's not what was happening in my head. My ship had a Phase Shift Drive that would temporarily hide me in another dimension and spit me back out again when the pirate was gone.
Now I'm not saying you should completely ignore any flaws and bugs, or ways games could be improved and never speak your mind. But don't leave your own imagination at the door when you enter a game world either, because as I mentioned, you're the one who's primarily responsible for their own immersion.
Just my two credits on the subject.
So it seems to me that at some point in time, the responsibility of immersion began to shift away from the player and onto the developer. Which I think is both unrealistic and unfair. The player is always responsible for what happens inside of his/her head and how the immersive connection to the gameworld is made. The game itself is merely providing the tools and the setting. Most tabletop gamers probably didn't go as far as blaming the manufacturer if they failed to have fun, and yet this is exactly what a lot of us do when it comes to virtual settings.
This attitude can rob the player of a lot of immersive fun. Even in a triple A title, there's still room for injecting your own imagination. I'm not talking about full on role play, but making up your own narrative, or using the power of imagination to patch over any potential flaws, bugs or shortcomings as a great way to not only stop the game's natural immersion from breaking, but to enhance it.
This is just an example, and don't flame me for it, I don't do it anymore lol. When I first started trading in ED I was running without shields and was deathly afraid of interdictions. So for a while I was using the old panic and logout/log back in trick. But that's not what was happening in my head. My ship had a Phase Shift Drive that would temporarily hide me in another dimension and spit me back out again when the pirate was gone.
Now I'm not saying you should completely ignore any flaws and bugs, or ways games could be improved and never speak your mind. But don't leave your own imagination at the door when you enter a game world either, because as I mentioned, you're the one who's primarily responsible for their own immersion.
Just my two credits on the subject.