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#1 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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I've thought a bit about immersion in RPGs since this post of Bill's:
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I like this because it makes the game play quite quickly (I like actually accomplishing things within an RPG), and because it seems to me that it makes the character play more naturally, with a realistic level of oversights, mistakes and bright ideas. This may restrict my range of play somewhat: I don't tend to play characters as alien to me as some players I know, but I'm OK with that: I'd rather portray somewhat ordinary people well than very extraordinary people badly (an idea I picked up from H.G.Wells). Obviously, it requires that you know the character fairly well, which contributes towards my preference for fairly long-term campaigns. Working my way towards being able to do this with a new character usually takes a few sessions of play, and some development outside of game sessions. I realise, thinking about it, that immersion is easier for me as a GM than as a player. There are two reasons for that: I know what the scene looks like when I'm GM, rather than having to construct it from descriptions, and when an NPC has a clear purpose in a scenario, a personality that will be compatible with that is easier to pull out of my hindbrain than the more complex and contradictory personality of a PC. Returning to Bill's post, I'm interested to know how close this description of immersion is to the ideas he's encountered. I also reckon that I perform better when I'm getting some imaginary experience to shape the performance. |
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#2 |
Join Date: Jun 2005
Location: Lawrence, KS
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Well, there are several different things that strike me about this topic.
The use of expressions such as "seeing with my mind's eye" frames the matter in a sensory and cognitive modality that I don't use much. I'm almost totally nonvisual, so I don't "see" either my characters or the scenes I run. When a character comes to life for me, it's by having a distinctive "voice." When I encounter what I think of as "immersive" play, it goes a bit beyond what you're describing. I think I could best describe it by saying that the player is taking what I would call "audience" or "experiencer" standpoint, with their focus on their private experience of the virtual reality of their character's awareness of the world, to the point sometimes where they don't try to make it visible what their character is thinking or feeling, either by directly describing it, or by narrating actions and speaking dialogue. It's a very introverted way to approach things. I think I see rpgs as a way for introverts to play at being extroverts, and it kind of derails my GMing style when a player doesn't take up the opportunity. As a GM I am trying to offer experiences. But I'm also trying to offer affordances: opportunities to act on the world, hints of what actions are possible, and feedback as to the outcome of those actions. The player who puts the "experience" part so far forward that they aren't thinking about what action they can perform is a problem for me, whereas if they come up with an action they'll get experiences in the course of carrying it out. Bill Stoddard |
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#3 | ||
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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And yes, I agree that what you're describing is undesirable inasmuch as it harms the other players' experience. I don't feel the need to narrate steam-of-consciousness - characters can have private thoughts, and ideas that they (or I) can't immediately find a way to express - but the shared play experience is what we're both trying to achieve. Can we find some terminology for these different things that we call "immersion"? RogerBW, for example, was in favour of immersion in the thread I referenced at the start, and I think he means something fairly similar to me by it. Quote:
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#4 | ||
Join Date: Jun 2005
Location: Lawrence, KS
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Bill Stoddard |
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#5 |
Join Date: Aug 2004
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Just chiming in to say that I've found this discussion very interesting already, and it's presumably early days.
For what it's worth, it appears to me that at the moment the point of difference between your two views is mostly just terminological. It seems clear that you understand quite different things by "immersive"; but it's not yet clear (at least to me) what, if anything, this indicates about your (presumably different?) preferences as to play style. With respect to the terminological discussion, I would say I've always thought of "immersion" as a positive term, partly because to me it often seems to indicate something that I suspect we may all agree is a good thing, namely that the game is engaging. (i.e. everyone around the table is focused on the game, rather than on chit-chat, checking their phones, etc - and they're focused on it because they find it dramatic and interesting, not simply as a result of social pressure, fear of the GM, or lack of other stimuli!) But the word clearly also denotes more than this, and this more seems to be where the problem arises. It seems to have something to do with creating a rich descriptive environment, or a persuasive virtual world, or similar. Whswhs's sense "immersion" seems a bit unfamiliar to me - I'd never heard it used in this sense of a very private, almost solipsistic "immersion" in one's own individual experience, at the expense of actively participating in the game. Clearly that seems like a bad thing - I wonder, though, if it's really what most folks mean by "immersion" when they're looking for it in a game? johndallman's sense of "immersion" as providing a kind of rich first-person view on the events described seems like a more familiar use of the term to me, though I'm not sure that what he's describing is precisely what I want during the game - I'd have to hear more. More, please! |
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#6 |
Banned
Join Date: Mar 2005
Location: Athens, GA
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Obviously, I'm a big fan of immersion. My setting books/handouts have the basics, because I know most people don't care about immersion, then the other 80%, which is devoted to inkling details about the setting, like what to wear to funeral, what kind of pets you can buy, what foods are in the market, etc, which make no difference to standard adventuring. But for a player looking for that, it's treasure. I want them to *see*.
And its about love of language. My favorite genre is infotainment - I like reading descriptions of fantasy worlds and Field Guides to Gnomes and such. My first recorded setting came about after I read a book on hypertext style and decided to do the opposite - I made the hypertext follow the world. It was a disk, so you start in the middle - all links are embedded, there is no index - you have to adventure through the document to find out things. See Worldstree. Lack of detail killed the Savage World game I tried to play, something about space priests and zombies, but it gave zero info about the doctrines of the church. |
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#7 | ||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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For me, the term immersion in the context of RPGs is associated with the following things:
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While the idea of players using their own body language and the like to convey characters is highly praised by the (self-proclaimed, for good or ill) True Roleplayers that I encountered, I'm actually quite opposed to it, because (a) it promotes [method?] actors over roleplayers and (b) it forces one to look at and analyse fellow players and trying to translate that to characters, as opposed to thinking about characters in the first place. There's also the consideration below: Quote:
I certainly have a problem with players/PCs who do absolutely nothing, as much as any other GM (and am annoyed by them as a player too). But I find the idea that a character's thoughts need to be as obvious as noon sun to be . . . unpleasant, to say the least. I want, both as a GM and as a player, to see characters capable of plotting and scheming, such that the motivations and intents become clear only in retrospect after several sessions. But I suspect that the things I object to are not quite the things you're envisioning, at least not completely; maybe there's some sort of golden middle between the two problematic states of things. |
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#8 |
Join Date: Jul 2005
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For me the moment of immersion is when I'm no longer thinking 'what would my character do next?' but I'm just doing it, just being the person in the situation.
That doesn't mean I'm hallucinating I'm standing on the bridge of an airship or whatever but the personality of the character is so clear and fixed in my mind that I can just decide and speak as them. And since I don't play introverts in this sort of game (nor the sort of person who wants to go off and quietly run a pub, John Dallman!) I don't sit still and ignore what's going on in the game. I interact with the other players and the GM in persona.
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Michael Cule,
Genius for Hire, Gaming Dinosaur Second Class |
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#9 | |||||
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Last edited by johndallman; 12-01-2014 at 02:36 PM. Reason: emotions, not motions |
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#10 | |
Join Date: Aug 2004
Location: Ft Collins, CO
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arnej |
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Tags |
experience, immersion, performance |
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