Melcar
Arcane
Immersive simps
I got Prey's signals list by decrypting and extracting the game data archive for the purpose of modding the game. There are a bunch of .xml files defining all of the game entities, player properties, loot tables, upgrade trees, and many other things, including the signal system they bolted onto CryEngine. The signals are just IDs that the game uses use to propagate damage and other event tags, which are bundled together in "packages" of signals. Here's an annotated screenshot I happen to have for the Corrosive Gas package, with some signals having quantities that get used for calculating damage and others are just tags. The tags are used by the signal receiver groups, which collect signals that all produce the same effect, like breaking GLOO or damaging electrical junction boxes. They're also used by the signal modifiers, which implement enemy resistances to certain damage types, played damage bonuses and defenses from upgrades and gear, and damage multipliers for the difficulty settings. Many of the game systems employ signals for their basic functionality, for example all status effects/traumas activate on accumulation of signals up to a threshold, such as fire signals for the burn trauma, or crush signals for the bone fracture trauma, or sharp signals for the bleed trauma, or even food signals for the WellFed status effect. And of course the various interactions of GLOO with the environment and other entities are driven by signals, from freezing enemies to plugging flaming gas leaks to blocking electric arcs. It's clearly a replica of Act/React in service of the same ends.I gotta question for you: Do you know if Dishonored uses a similar Stimulus/Response-style system to Thief/System Shock 2/Prey? I've tried looking up information on this but the best I could find was that list of Prey's Signals off your own twitter. Also, where did you manage to get that from? Cause I love sifting through this kinda shit. Bioshock as well if you know anything about how that one works.
I can't confirm if Dishonored uses a similar system, but I would guess it does. The game isn't as open to modding, really the only tool out there is the Dishonored Field Editor, which is basically just a hex editor for the game binaries. As for Bioshock I wouldn't know, a better person to ask would be ciox who attempted the only real Bioshock mod and knows a lot about the systems that were originally implemented before they streamlined a ton of it.I gotta question for you: Do you know if Dishonored uses a similar Stimulus/Response-style system to Thief/System Shock 2/Prey? I've tried looking up information on this but the best I could find was that list of Prey's Signals off your own twitter. Also, where did you manage to get that from? Cause I love sifting through this kinda shit. Bioshock as well if you know anything about how that one works.
EDIT: someone should also take a look at Arx Fatalis, whose C++ source code is out there on the internet.
Hunt Showdown is amazing. I don't think I ever saw a multiplayer stealth as well executed as it. That one from Chaos Theory (mercs vs spies?) comes a far second IMHO.Blood West seems interesting but Hunt Showdown takes the cake on western supernatural immersive sims, even with multiplayer.
Wouldn't this apply more to HL1? HL1 has plenty of "immersive sim" elements like weirdly detailed NPC behaviors, as can be seen in MarphitimusBlackimus's YouTube videos.HL2 is more of an immersive sim than a few other shooters.
Bloodborne had less stats, and its stats fell less impactful than DS's. All of the possible builds in BB were equivalent to dex builds in DS. You will always dodge/parry every attack, you will always have ample endurance to wildly swing at an enemy etc. DS stats gave replays more variety.Out of curiosity, why Dark Souls and Bloodborne are in different categories? I thought they are pretty much the same thing, just set in different settings?
You can pick up all the objects and rotate them around, all the doors and drawers are moved directly by the player's mouse input, there's shadow-based stealth mechanics, and the game generally avoids taking away the player's control with context-sensitive animations or strict scripted events. I guess that's enough for some people.Is Amnesia TDD really considered to be an ImmSim or close to one? It's a mostly on rails horror-themed puzzler with occasional monsters which you can't even damage at all.
Wouldn't this apply more to HL1? HL1 has plenty of "immersive sim" elements like weirdly detailed NPC behaviors, as can be seen in MarphitimusBlackimus's YouTube videos.HL2 is more of an immersive sim than a few other shooters.
I can't really think of equivalents for HL2, except for the details in the Combine's radio transmissions (like how the last surviving member of a group yells "outbreak, outbreak!" when all his squadmates are dead). I don't know if this stuff counts as "immersive sim" elements anyway.
I actually stuck it in the wrong place. It's supposed to be beside Alien Isolation. I moved it and forgot to return it.Is Amnesia TDD really considered to be an ImmSim or close to one? It's a mostly on rails horror-themed puzzler with occasional monsters which you can't even damage at all.
I just realized that this chart is some AI ChatGPT bullshit. I should've known.
Everything is AI Bro. Even this thread is AI.I just realized that this chart is some AI ChatGPT bullshit. I should've known.
Where's Monopoly?I've tried my hand at drawing up such a chart a little while back. Positioning is susceptible to personal biases ofc, and it's probably best to avoid thinking of the opposite corners as being actual opposites, rather than just vectors going into different directions. I guess my definitions of 'RPG' and 'Stealth' find themselves on opposite ends because RPGs are those that abstract all mechanics and subsume them into numbers, whilst stealth builds around navigating a 3d environment based off cues signalled by the game in audio-visual format.
The 'circles' don't signify much, simply the outer slices that are named, the imm-sim star in the centre, and the intersections of two genres in between.
I've tosses out the new Deus Ex games and put them in Stealth action right beside MGS3, which I think is fair. I don't see how Human revolution is immersive. There are places where you cant jump a railing towards your own death, I don't remember the environment being very responsive, iirc they changed the limb health system to a standard health bar etc. I think MGS3 is more of an immersive sim than Human Revolution, even though it's not part of the genre either.
Some of the positioning is deliberate. HL2 is more of an immersive sim than a few other shooters. I think Witcher 1 is more of an RPG than Witcher 3, TES stays close to the genre throughout but evolves into more of an action-fest away from the stat centric Morrowind. Other games don't reflect that. There are several I have yet to play on that list as well.
Wait til you hear about Noita.Deep Rock Galactic is surprisingly imsim-my in some regards.
-Toxic gas of any sort is consistently flammable which can be an asset or a hazard. The sludge from the Driller's poop thrower can also be lit on fire to double-whammy anything walking across it.
-The Driller's flamethrower actually melts away terrain on the Glacier biome, albeit slowly.
-Any explosion on the Magma biome turns the terrain near it into lava/hot rock. This means the Driller's missile launcher and a good chunk of the throwable weapons. Aim carefully!
-Regional variants of the passive/non-hostile fauna that can make things INTERESTING. Nothing like a magma maggot crawling over some minerals you're chipping away at and then the thing explodes in your face.
There's other details I'll try and recall later.
Alpha Protocol 0 huh?There were going to be multiple factions… depending on how you played each mission, you could make different groups pleased or disappointed. Later missions would be affected by this. while there wasn’t going to be an overall branching mission structure, each mission in the game could be changed in minor ways that would affect the flow and difficulty.
So I was looking into some of the writings of Marc 'MAHK' LeBlanc (he's an ex-Looking Glass vet and the guy who designed Thief's/System Shock 2's whole Act/React system that I was banging on about earlier in the thread.) Anyway, I had discovered the old MDA (Mechanics, Dynamics, Aesthetics) framework that he co-wrote along with Robin Hunicke and Robert Zubeck back in the early 2000s and was reading through it when I came across this:Monopoly is an immersive sim