
The gameplay systems in Human Revolution and Mankind Divided are also abstract and not at all 'immersive', like the MGS-style radar and 3rd person camera when going behind cover, the regenerating health that you have from the start of the game by default or the Pac-Man approach to stealth where sound and light/shadow play basically no role and environments are littered with chest-high boxes to hide behind. 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. 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. They're disqualified for several reasons, but the biggest one is constantly taking away control from the player. Human Revolution and Mankind Divided are not immersive sims. And that engagement, that comprehensive and playable suspension of disbelief is at the core of the Immersive Sim experience, other design choices flow from it. To recycle an example I've used before, stacking boxes isn't important just as a gameplay affordance, but also because it's what you'd instinctively want to do when trying to reach something high up and therefore it advances the player's engagement with the fictional space.
#Skyrim no gravity arrows free#
And I'm not saying as a diss, I don't use "immersive sim" as a badge of quality and I've been very open about enjoying Bethesda Game™, but all in all, they diverge more than they overlap and if I were your Thief-enthused buddy whom you recommended Skyrim to, I'd wonder whether you're upset with me for some reason.Īs for "embodiment", I've latched onto the term because I think it tracks with the overarching sense of "being there" that Neurath sought with individual, free movement in Ultima Underworld and also what Stellmach and LeBlanc were later trying to advance with their "immersive reality", it's all the same high-level vision - putting the player into the adventure, into an illusion that doesn't just look convincing, but also plays convincingly. "wide and shallow", it's just the reality of development where you have to prioritise one over the other.Ĭonsider that Spector once talked about his pie-in-the-sky aspiration of modeling his fabled "one city block", which is a very different ambition from Todd's "see that mountain, you can climb it" philosophy. While both models leverage emergent gameplay mechanics, they're pursuing very different experiences with them, "narrow and deep" vs. The Looking Glass school of Immersive Sim and the Bethesda Game™ both stem from the same progenitor in Ultima Underworld, but they take that heritage in different directions with their goals and implementations - the former if focused on the consistency of the stage, "depth" if you will, whereas the latter concentrates its efforts on breadth, on the scope of an open world.įor example, Deus Ex or Thief abstract the clock away in favour of the concreteness of a given stage, with actors performing highly appropriately to just to the then-and-there of the gameplay and narrative, whereas Skyrim channels its efforts into the grand open world, impressing the player with its scope even if its schedules and routines will very quickly break any illusion of verisimilitude.

The player convincingly "embodies" Gordon Freeman (in terms of having a sense of place in the world and navigating it with consistent mehcanics) as much as they embody Corvo, Emily, Daud or Billie. The "embodiment" idea doesn't really make sense to me either - it made sense during the development of Underworld when allowing the player to navigate the world in an organic way reliant on consistent systems like jumping was still an innovation, but by the late 90s, every first person game sought some degree of "embodiment". Skyrim clearly aims to give the player a sense of existing in a world in which their character has a certain set of thematically-appropriate abilities and mechanics that can be used to confront challenges in "emergent", player-decided ways. I don't understand what ties System Shock 1 and Deus Ex together in a way that excludes the likes of Skyrim, either in gameplay terms or design philosophy.

#Skyrim no gravity arrows plus#
Putting aside the quality of the games mentioned, you might reasonably recommend Skyrim as soon as you'd recommend System Shock 1, if your goal was simply to recommend something as close as possible in gameplay/design philosophy terms - Skyrim offers a similar open-ended systems-based approach to Deus Ex (you can use consistent stealth or combat mechanics to navigate large nonlinear spaces and bypass or ambush enemies who have predictable AI patterns, plus you can use various enhancements to aid your progress) while System Shock is far closer to a "pure" FPS.
