Shotokanguy wrote...
I've always been amused by "immersion breaking" arguments.
You're never going to be truly immersed in a game until it becomes something like...virtual reality pods. If something as simple as having numbers to represent a weapon's effectiveness hinders your ability to just enjoy the experience, you should just stop playing games.
In real life (putting aside the fact that immersion != reality), there are plenty of statistics one could compile about a given weapon that would be tremendously useful when divining its abilities. In game, all these statistics would be a tremendous amount of overkill, so most systems replace the complicated real-life stats with ones that are relevant to gameplay. While these stats don't exist in real life, they do have analogs to what you might find out of game. Not having said information when you logically should is a big immersion breaker.
True, complete immersion is, of course, out of the reach of current technology. Still, simply because we can't make it completely perfect is no reason to stop trying to make it as good as possible. The more immersive the game is, the easier it becomes for the player to ignore and/or overlook the flaws inherent in the system. This leads to a far better gameplay experience overall.
Conversely, if the game makes only a pretense at immersion the player is far more likely to be reminded that the game is only a game, which then provokes the player to notice all the flaws that might have been glossed over had they really been into it.
ME2 falls into the second category for me. There are too many niggling flaws (like the simplistic and rigid pseudo-inventory) for me to really get into the game. It's not a good thing for a game based on playing a role.
Modifié par CatatonicMan, 19 mai 2010 - 11:13 .