Melcar
Arcane
Man, everything is an immersive sim these days.
I'll give it a shot. Apologies if I get any of the terminology wrong. I need to use Thief 1 and 2 as the example (although most of this also applies to System Shock 2 since it's on the same engine.) One of the things Tim Stellmach and MAHK LeBlanc mentioned as being a key system was 'our "Act/React" concept of object interaction.' What most games (still) do is hard-code object interactions which is fine up to a point but can get messy the more things you add to your game and it gets very easy to miss something or the devs don't bother with actual object interactivity and just make everything part of the damage model. What Act/React does is it instead has a generic list of Stimuli (things like elements like fire, water and earth, things like Holy and Light as well as several weapon damage types like Slash and Bash.) Here's the full list open in DromEd, plus another screenshot with the WeaponStims open:To be honest I'm not really clear on what "emergent gameplay" means at this point - you can use the physics system in Half-Life 2 in all kinds of "emergent" ways (stack objects to reach new areas, place objects to create cover, etc) but nobody would call it an ImSim. Similarly, Bethesda games all allow for all kinds of "emergent" stuff (Morrowind's spellmaker being an obvious one) and all allow for multiple approaches in the way you might expect from an ImSim.
Max Payne is an immersive simMan, everything is an immersive sim these days.
Especially in the indie scene. All the vaporware early access developers just GOTTA have that term, it's so cool. They've barely produced a good map ever before in their life or had any worthwhile project to speak of, especially one that experiments or pioneers, but oh boy, are they CARRYING THE TORCH of Ion Storm, Looking Glass and yada yada. You would think they'd at least understand what made those games good instead of developing on a checklist.Man, everything is an immersive sim these days.
Is this a recommendation? I thought it was just an FPS with multiplayer component.Blood West seems interesting but Hunt Showdown takes the cake on western supernatural immersive sims, even with multiplayer.
Wouldn't call it an immersive sim but it's a pretty good game if you have at least one buddy you can rely one.Is this a recommendation? I thought it was just an FPS with multiplayer component.Blood West seems interesting but Hunt Showdown takes the cake on western supernatural immersive sims, even with multiplayer.
Mankind Divided is a top notch game, but I don't think this confusing picture is meant as a ranking.Your image is way off. Like, how the fuck is Deus Ex: Mankind Divided in the 'Top Notch" tier but OG Deus Ex isn't? I get putting Prey 2017 in there because it's arguably the best modern one but Mankind Divided? Really?
I think the idea is that you're supposed to start in the middle. Both Prey and MD are modern, accessible and also great immersive sims, and thus a good starting point for a player who has never played one before.What the fuck is this picture? Prey and Deus Ex MD are the best "immersive sims" or "RPGs" while Deus ex is much worse and Bloodlines is crap?
This is interesting but it hasn't made the "emergent" criteria of an immersive sim any clearer to me - do any such "act/react" systems exist in Ultima Underworld, System Shock, or Deus Ex? Or Dishonored?I'll give it a shot.
I brought up Morrowind actually, because the spellmaker and spell effects struck me as an obvious avenue through which "emergent" things happen (which I suppose I'm interpreting broadly as being unexpected conseqeuneces of logically consistent, predictable systems). The ability to manipulate the environment is very low in Morrowind but you can reliably cause certain unusual physical effects on yourself and behavioural effects on the AI (you can add the Heart of Lorkhan to your party, for example).And no, Skyrim ain't doing this shit, at all. You can't even blow up doors in Skyrim, they're fucking loading screens half the time. I really don't know why your mind went to Skyrim of all fucking things.
Human Revolution and Mankind Divided are not immersive sims. They're disqualified for several reasons, but the biggest one is constantly taking away control from the player. This applies both to gameplay, with takedowns and several augmentations playing a brief cutscene, and story, with the narrative cutscenes making Jensen do something stupid that disadvantages the player. In Deus Ex you could mess up a takedown and the enemy could turn around and shoot you, but that's impossible in Human Revolution and Mankind Divided since the takedown cutscene ensures your success.I think the idea is that you're supposed to start in the middle. Both Prey and MD are modern, accessible and also great immersive sims, and thus a good starting point for a player who has never played one before.
You can't really do anything interesting in Half-Life 2 because the game is super scripted, e.g. enemies are spawned in only when the player is seconds away from them. You aren't even allowed to use the Gravity Gun on enemies until the last few minutes of the game.To be honest I'm not really clear on what "emergent gameplay" means at this point - you can use the physics system in Half-Life 2 in all kinds of "emergent" ways (stack objects to reach new areas, place objects to create cover, etc) but nobody would call it an ImSim.
>arkaneshit and nu-dx in "top notch"
Most people on this forum have played Deux Ex, Thief, System Shock 2, Prey and so on ... because immersive sims and rpgs do share many mechanics.The conclusion is that immersive sim games are thrash.
These 4 games barely share any mechanics among themselves.Deux Ex, Thief, System Shock 2, Prey
You also bought up Skyrim (admittedly it was to the other guy) saying, "Skyrim offers a similar open-ended systems-based approach to Deus Ex" which it really doesn't. Although I'm going to have to use Thief as the example again rather than Deus Ex.I brought up Morrowind actually, because the spellmaker and spell effects struck me as an obvious avenue through which "emergent" things happen
So this isn't the best example as these two elements never appear in the same level (at least in the original game - I'm sure there's some FM that makes use of it) but Thief has an enemy called Fire Elementals: big, sentient balls of fire that float around and shoot fireballs at you. Under it's Source it's got a FireStim and under its Receptron it's got a WaterStim to extinguish it. Because it's a FireStim if one of these balls of fire floats by an extinguished torch that torch will get re-lit because Torches have a FireStim under their Receptrons with the reaction of... well, 'Send to Scripts' (which is where you can create your own custom Reactions that aren't on that long-ass list) but the point is it gets re-lit. No one at Looking Glass intended for this to be a feature (and again, it's a slightly poor example since there's no levels that feature both elements,) nor did they intentionally code that in as an object interaction. All they did was stick FireStims into different Sources and Receptrons and the game just kinda took it from there.This is interesting but it hasn't made the "emergent" criteria of an immersive sim any clearer to me
As far as Ultima Underworld or System Shock 1 goes? No. It was invented for Thief by MAHK LeBlanc. Deus Ex apparently uses something broadly similar although it's mostly limited to damage types/the damage system (ask RoSoDude about it idk.) I'm not 100% sure about Dishonored but I know for a fact that Prey 2017 uses a similar system called Signals. And (with apologies to RoSoDude since I completely stole this from his twitter) here they are:do any such "act/react" systems exist in Ultima Underworld, System Shock, or Deus Ex? Or Dishonored?
Well, that's at least one mechanic that they share among themselves, Larry.These 4 games barely share any mechanics among themselves.Deux Ex, Thief, System Shock 2, Prey
Most genres only have loose definitions, genre borders are fuzzy like that. After all, what is an RPG?This is just mental masturbation.
Any game that is built around some simulation has all those same characteristics.
Even Minecraft can be considered an "immersive sim" at this point. It's a loose definition that gets us nowhere.
Interesting to think of Dying Light, Anomaly, Far Cry 2 etc. as 'imsim-adjacent' or whatever. Dying Light and RDR2 definitely do a lot to give you a sense of being with the player character, so it makes some sense. Though more broadly that image illustrates my main complaint regarding the genre: that there's barely any of them out there to begin with.I don't agree 100% with the picture below but I think it's a pretty good description of the genre.
Imsims are a good illustration of how genres are often named in arbitrary ways. Games tend to have a kind of lineage, and genres tend to stem from that. (One of the most nascent ones I can think of is 'extraction shooters', which for its name essentially boils down to the games in some substantial way inspired by Hunt: Showdown and Escape from Tarkov.)This is just mental masturbation.
Any game that is built around some simulation has all those same characteristics.
Even Minecraft can be considered an "immersive sim" at this point. It's a loose definition that gets us nowhere.