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7 influential immersive sims that all devs should play

Ever since Looking Glass Studios’ seminal 3D role-playing game Ultima Underworld (1992), the immersive sim has been held up by its proponents as a game design ideal.

Notably, these games tend to espouse an ethos built around the idea that a player should feel like an inhabitant of the game’s world — with all of the freedoms that would entail. 

And while it has tended to come in and out of vogue across the industry since its inception, the immersive sim is definitely enjoying a bit of a renaissance right now — with Prey and Dishonored developer Arkane at the head of growing wave of immersive sim disciples and admirers.

With that in mind, we thought it’d be good to check in with some devs from around the industry to highlight some key games in the genre that all developers should study — whether you’re making an immersive sim or not — in an effort to understand the strengths of this school of game design.

Dishonored 1 & 2 – seamless possibility spaces meet masterful world building

Co-directed by one of the pioneers of the genre, Dishonored and Dishonored 2 are perhaps the best modern examples of the immersive sim (although some may argue that Prey has outdone them).

Consortium lead designer Gregory MacMartin considers the level design in the Dishonored games to be especially notable. “It represents the bleeding edge of seamlessly combining gameplay possibility spaces and believable / aesthetically pleasing architecture,” he says. “The level of agency these games give players to approach situations in multiple ways is genius.”

Dishonored values freedom. Players can play it as a stealth game and endeavor to either avoid confrontation or to incapacitate or kill enemies without detection, and in the process to soak in the world and the atmosphere (it’s actually possible to complete the game without killing anyone.)

But they don’t have to, as there’s always the option to go out guns blazing and tear through levels as though stopping would mean death. Or to embrace a style anywhere between these two extremes, perhaps with help from the many inventive steampunk-meets-magic gadgets. And in keeping with the ideals of immersion, MacMartin notes, actions have consequences — the story changes, and the endings vary, according to how the player approaches the game.

TAKEAWAY: Giving players full agency to play how they want takes two key design considerations: on the one hand, a diverse, inventive suite of tools and verbs, and on the other smart level design that allows freedom to solve problems in any way the player can imagine.

Deus Ex – broad ambition, flexible systems, and varying situations

MacMartin feels that Deus Ex has aged poorly, especially in terms of its narrative, but Eldritch and Neon Struct designer and former 2K Marin programmer David Pittman thinks it’s still an important game to study — for its enormous ambition, if nothing else.

It fuses genres and throws together an action/thriller-style globetrotting adventure with the player always pushed to play around with a feature set that Pittman believes “dwarfs every other immersive sim before or since.”

“What I’ve always found fascinating about Deus Ex — and why I believe it works so well, or at all — is that it is consistently inconsistent with its available options,” says Pittman. “Deus Ex‘s systemic palette is undoubtedly broad, with sneaky bits and talky bits and action bits; but in practice, the balance of those elements shifts considerably from moment to moment and from mission to mission.”

By varying the situational context — the level design and scenario and available tools — Deus Ex is able to remain dynamic, to encourage players to keep experimenting with new solutions and strategies. The lesson here, Pittman believes, “is that a broad player toolset is not interesting per se; the exciting stuff happens at the intersection of the player’s available tools and a particular challenge.”

TAKEAWAY: Consistency does not mean always offering a full suite of options, or even necessarily allowing the same solutions to always work; rather, it’s in following the rules of the world, and if you’re smart about it it could involve setting expectations that experimentation will be rewarded more so than rote behavior.

Thief 1 & 2 – narrow-but-deep expression of the genre

MacMartin argues that the original Thief has been surpassed by the likes of Dishonored and Prey, but he concedes that its hiding mechanic (stick to the shadows and the guards won’t see unless you’re loud) “remains genius” while its use of banter between guards that players overhear when sneaking around in the darkness is a great technique for building narrative context.

Pittman praises Thief‘s “almost tangible” sense of place. “I think Thief‘s distinguishing factor is the way its technology and mechanics harmonized to make players pay attention to the physical space of its levels,” he says. The sound propagation, hard and soft surfaces, and light and shadow all worked to the benefit of both the stealth mechanics and the mood and immersion of the game, Pittman notes. And they also showed that the ideals of the immersive sim genre could be applied with only a small palette of player verbs, enemy behaviors, and quest structures. 

“Where other immersive sims before and after it show their roots in tabletop and computer RPGs,” says Pittman, “Thief dispenses with skill points, player builds, and NPC conversations to focus on the core simulation of sound, light, and AI awareness. Thief II: The Metal Age mostly leaves the formula alone, but its superior level design reflects a team with a clearer vision of what they were making.”

TAKEAWAY: Less is often more in game design; by focusing on a smaller set of ideas, systems, and verbs, Thief establishes a world dripping with detail and carefully designed around physicality — space, sound, light, dark, and movement bring depth to its relatively simple set of mechanics.

System Shock 2 – an RPG-influenced, twisted horror playground

System Shock 2‘s mechanical scope is broader and looser than Thief‘s,” says Pittman, “revealing more of the RPG influences of the genre: player classes, skill points, inventory management.” Its levels are at times akin to an open-ended playground, and its balance wavers in many places, but System Shock 2 remains important both for its influence and its high points — its captivating horror story and excellent sound design along with its flexibility in accommodating multiple play styles and its tactical depth. 

It’s a game about helplessness and powerlessness, every decision — every puzzle and challenge — open to a multitude of inventive solutions that can then be twisted around to further accentuate that sense of vulnerability — especially once the formidable, malevolent AI SHODAN reveals herself as an antagonist with a twist and begins to relentlessly taunt the player.

“And hey,” adds Pittman, “this is a game in which the player can collect a gaming device and cartridges, and play an Ultima-esque RPG within the UI.”

TAKEAWAY: The systems-heavy interactivity and freedom at the core of immersive sims can just as easily be used to stifle and undermine as to liberate and empower, if paired with smart writing.

My Summer Car – the future of immersive sims

Developer and academic Robert Yang suggests that early access game My Summer Car might be the best showcase of where immersive sims are headed next. “It’s very specific,” he explains. “It doesn’t try to simulate an entire city, but instead it goes very deep on one thing (a car). It also doesn’t explain itself at all. It feels mysterious like the old Minecraft beta.”

Indeed, players begin the game knowing little more than the fact that it’s a permadeath life simulation set in 1990s Finland in which they attempt to build a car from scratch and then tune/fix/maintain/drive it, all while taking care not to die.

And in typical immersive sim fashion, it makes no attempt to help the player learn any best practices or ideal ways to play. Instead, the player is left to their own devices in how they learn and approach the systems and how they solve problems. It’s immersive sim design taken more literally — a chance to become a person in a particular time and place as they embark on a specific project and enjoy a carefree summer.

TAKEAWAY: Immersive sims don’t need to have sci fi or fantasy themes; they can be set just as easily in the life of an unextraordinary person in decidedly ordinary circumstances.

Arx Fatalis – an immersive RPG

Pittman thinks Arkane’s oft-overlooked debut title Arx Fatalis — which he calls “a sequel-in-all-but-name to Ultima Underworld” — deserves more attention.

“Like the Underworld games,” he explains, “Arx Fatalis is firmly rooted in the RPG genre, blurring the line between immersive sim and first-person RPG.” It’s an atmospheric dungeon crawler with twisting tunnels and sprawling labyrinths filled with fine details that make them seem lived in as the player slowly gains familiarity with these intricacies.

“Where it shines for me,” adds Pittman, “is the design of its world: a rich, densely packed, intricately interconnected 8-story complex that unfolds more like a Metroidvania than any other title in this list. There’s a je ne sais quoi in the gradual discovery and mastery of a space, which I feel is an important yet rarely discussed aspect of immersive sims.”

TAKEAWAY: The beating heart of an immersive sim is its world — make that feel tangible and rewarding to simply exist in and you’ll have achieved much of the central ideal of the genre: the sense of immersion in one’s virtual surroundings.

Vampire: The Masquerade: Bloodlines – a flawed but brilliant study of power fantasies

Once described in PC Gamer as “the best immersive sim ever made, if its developers had been given the time and resources to finish it,” Vampire: The Masquerade: Bloodlines remains an essential immersive sim, in spite of its many rough edges, for the way players can personalize their experience within its moody world of gothic horror and vampire secret societies.

Like all immersive sims, it offers a spectrum of solutions to problems (although all involve violence, in one form or another), but it differs to most in stressing direct communication as a key means of interaction — with separate skills dedicated to the arts of persuasion and seduction, as well as to haggling and intimidation, that all affect conversation options — and in forcing players to watch that they don’t become too much of a monster, lest they face grisly consequences.

Dishonored gameplay programmer and Question co-founder Kain Shin points to one level in particular as worthy of attention: The Ocean House.

“By the time you get to this level, you are pretty much unmatched in your use of weapons and powers when it comes to enemy threats within the game,” he explains. “Monsters just don’t scare you anymore because you know exactly what they are and you know exactly how to defeat them. The Ocean House hotel takes you back to the basics of fear by making everything feel unknown again, and that is why I remember this level… my overpowered Malkavian felt vulnerable, once again, even if it was all just an illusion made up of parlor tricks.”

It’s a short level, but Shin thinks it’s just long enough to break the pattern: “It isn’t long before you realize just how much the in-game enemies served as a source of comfort by feeding your power fantasy within the game,” he says. “Unlike the rest of the game, this lonely abandoned hotel leaves you with a constant feeling of dread by taking away your sense of certainty.”

TAKEAWAY: Artful use of scripting can configure and reconfigure player expectations, even in games that prize player freedom and emergence.

There’s no one path to immersion or emergence

Immersive sims may share certain common ideals, but they need not take the same route to achieving them. Breadth or depth, systems-driven or scripted, non-linear or mostly-linear — it doesn’t matter, so long as the world is cogent, reactive, and inhabited and the player has the freedom to tackle challenges however they see fit.

There’s value, too, in looking to the periphery of the genre — to open worlds like S.T.A.L.K.E.R. and, further afield, The Witcher 3, and to shooters like Bioshock, narrative adventures like Tacoma, and survival games like The Long Dark, that draw on the ideas of immersive sims (whether they themselves fit the definition or not).

Bioshock is a masterclass in believable world design, for instance, with narrative and level design that cleverly allowed player freedom while simultaneously restricting player agency. The Long Dark and S.T.A.L.K.E.R. are superb showcases of systemic hostility — of an environment that seems inclined toward entropy. The Witcher 3 is so dynamic and open-ended and full of consequence that it feels remarkably believable as a place, in spite of its limited set of player verbs.

The immersive sim was never a distinct genre — rather more of a philosophy or design ethos that tended to find its way most often into first-person shooter/RPG hybrids. Remember: there’s no reason why an immersive sim needs to be set in a sprawling violent world, or to include fantasy or sci-fi elements. An immersive sim can be anything so long as it’s consistent and reactive and its world feels alive.

Thanks to Gregory MacMartin, Robert Yang, David Pittman, Kain Shin, and Michael Kelly for their help putting this list together.

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Video: Examining educational games through the lens of ‘fun’

Video games can be a fantastic learning tool, but there’s a challenge when designing games that strive to be both educational and fun. But what is fun? GlassLab’s Erin Hoffman learned this after presenting SimCity to a group of students.

“We put the game in front of kids all by themselves in a school setting and they said: ‘well this is pretty fun but we’re not learning anything,'” explains Hoffman. “It was really surprising that kids in that particular setting were hungry for learning.”

In this 2015 GDC talk, Hoffman presents a new theory of “fun,” by positing fun as shorthand for a very complex psychological process by which humans convert stress into satisfaction through insight. 

Hoffman describes the concept of “fun” in relation to learning, a concept which she calls ‘sophia’, which is what she’s dubbed the ‘game-learn’ emotion. She breaks down games by emotions and explains how ‘sophia’ relates to each genre. 

Designers can now watch the talk completely free via the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Americas.

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Former Metroid Prime dev looks back at the trilogy

– Former technical lead engineer on Metroid Prime Jack Mathews on if Metroid being exclusive to Nintendo will affect future sales. 

In an interview with Shinesparkers (a Metroid Prime fan community), former technical lead engineer on the first three Metroid Prime games Jack Mathews looks back at his experience developing each title. 

When asked what the hardest thing to program in the games were, Mathews mentions the struggle to maintain 60 frames per second in SkyTown during Metroid Prime 3. “I remember the first time the concept was shown to me, I tried to get the area killed,” He recalls. “We had to write a bunch of tools to support it and make the artists jump through a bunch of hoops. But even today, I’m still awestruck when I get to SkyTown and am super proud at what we all accomplished.”

He admits, however, that the challenge wasn’t so much about programming, but practicing discipline for engineering and art. “The Metroid Prime series’ environment art was (and often still is) second-to-none, so it was a constant balance between keeping the game running well and still looking amazing,” Mathews explains. “This meant making sure that every artist was running the game on the console, that QA had the tools to spot and surface frame rate issues.” 

With the hardships of development also come the criticisms. Mathews acknowledges that there were things he would have liked to do differently if the team at Retro (the development studio of the first three Metroid Prime games) had more time and money. Some players have speculated over the years that Metroid being a Nintendo console exclusive may have hindered the games’ success in the long run.

But Mathews disagrees. “I feel like we could have built more, spent more, and made a cooler looking game on other consoles with more time. Would it have sold much more on more platforms? I’m not so sure about that any more,” He says. “The easy answer is to look at the critical success but low sales and blame the platform, but I think that answer is a bit of a cop out.”

Since Nintendo announced that Metroid Prime 4 was in development (although there have been no confirmations over which studio is developing it), Mathews expresses his hopes for the next title in the Metroid series. “It may be nice to see what a fresh team with fresh eyes does with it.”

Be sure to check out the entire interview over at Shinesparkers.

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Now Available on Steam Early Access – SOS

SOS is Now Available on Steam Early Access!

SOS is an interactive game show where 16 entertaining performers are dropped onto La Cuna Island with one simple goal – get off La Cuna Island. Players must find a relic, signal for extraction, and grab a spot on the rescue chopper while out-thinking opponents and fending off monster hordes. Survivors will be rewarded with fame and fortune, not to mention their lives.

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Video: How Slime Rancher devs used constraints to aid in design

“There was a bug in Oblivion that allowed you to put a mundane object into a bow and shoot infinite amounts of that into the environment and break it,” explains Monomi Park’s Nick Popovich. “You could do that with melons. I always thought that was hilarious. You could do a bunch of silly things with it.” This bug would eventually inspire a game about wrangling slimes. 

In this 2017 GDC postmortem, Popovich discusses the development history of Slime Rancher and how it was managed during its first year of early access.

Popovich goes into how Slime Rancher was developed, what the prototyping process was like, and the constraints the team encountered during the early stages of development. He describes how the constraints were used to make design decisions. “I can’t animate for a damn,” he admits. “so we used limbless slimes as the central actors in our game.”

Designers interested in hearing about the development of Slime Rancher can now watch the talk completely free via the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Americas.

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Make the most of My Nintendo with our top five tips!

Make the most of My Nintendo with our top five tips!

As you may know, you can earn My Nintendo points in all kinds of ways, including completing missions, playing mobile games like Animal Crossing™: Pocket Camp , and visiting Nintendo eShop. Check out the Missions page any time for more ways to earn points.

Tip 1:
Earn Gold Points on eligible purchases of packaged versions of Nintendo Switch™ games.

You’ll earn Gold Points on eligible digital game purchases automatically, but you can also earn some points for games you buy at the store.

How to get your points:

  1. Insert the Game Card into the Nintendo Switch console.
  2. Highlight the game icon on the Nintendo Switch HOME menu.
  3. Press the + or – button to access the software Options menu.
  4. Highlight “My Nintendo Rewards Program,” then select “Earn Points (Game Card version only).”
  5. Select the Nintendo Account where you want to apply the Gold Points.


Gold Points can be redeemed for rewards such as downloadable mini-guides for the Legend of Zelda™: Breath of the Wild, Mario Kart™ 8 Deluxe, Splatoon™ 2, or Super Mario Odyssey™ games! Check out these and other rewards on the My Nintendo site.


Tip 2:
You can earn 30 Platinum Points per week by signing in to the official Nintendo website.

See that “log in” menu on the top right of the page on Nintendo.com? Log in to score points, as well as view your total My Nintendo point balance, plus notifications about new games and more.

Tip 3:
Redeem regular Platinum Points for rewards you can use in Nintendo-published mobile games.

After earning points for completing missions, you can use them on the My Nintendo website toward special in-game rewards for mobile games such as Animal Crossing™: Pocket Camp (check out the OK Motors cap and jacket!), Super Mario Run (spruce up your Kingdom with a gold Mario statue!), and Fire Emblem Heroes (10 Orbs to summoning units and other features). Check out the “Redeem points” page any time to redeem points for a variety of rewards.

Tip 4:
Set your Mii™ character by linking your Nintendo Network ID and earn more Platinum Points.

Did you know that you can display your Mii character on the My Nintendo site? By linking your Nintendo Network ID to your Nintendo Account, you can display your Mii character that is associated to your Nintendo Network ID. Linking will also earn you 100 Platinum Points! Visit support to see how to link these to your Nintendo Account.
Bonus tip: you may find a surprising way to earn more points on the site, too.

Tip 5:
You can always redownload your digital rewards.

Don’t worry about losing digital rewards such as wallpapers and digital games. Once you redeem your points for an item, you can find it again on the Points History page of My Nintendo, accessible via the Point Summary link on the main menu.

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Shape your fate and restore the world in LOST SPHEAR

Shape your fate and restore the world in LOST SPHEAR

Enter the world of LOST SPHEAR, where an ominous force known as Lost threatens the fabric of reality. Kanata, an unlikely hero, awakens with a restorative ability known as Memory that allows him to replace what was Lost, giving players the power to shape the world as they see fit. Gather a group of adventurers and harness mechanized Vulcosuits to turn the tide in battle!

Features

  • Freely explore a vast and visually stunning world.
  • Uncover the secrets behind a mysterious world-fading phenomenon.
  • Experience an evolution of the fan-favorite ATB battle system with the freedom of strategic movement.
  • Assemble your party from a diverse group of playable characters encountered along your journey.
  • Brand-new orchestral music by I Am Setsuna composer, Tomoki Miyoshi.
  • Over 40 hours of RPG gameplay.

To purchase the game, or download the free demo, please visit https://www.nintendo.com/games/detail/lost-sphear-switch .

Game Rated:

Fantasy Violence
Language

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Guild Wars 2 devs donate thousands to help fan rebuild after house fire

Guild Wars 2 developers donated $3,500 to a fan’s crowdfunding page after a fire consumed everything but a copy of her collectors edition of Nightfall, an expansion for Guild Wars.

As Kotaku reports, the fire struck two weeks before Christmas and destroyed the home that Siadina (real name Flora Hunsucker) lived in with her family. When returning to survey the damage to see what could be salvaged, she filmed the discovery of her unscathed collectors edition of Nightfall.

She posted the video to Twitter and tagged developer ArenaNet, and was approached shortly after by the studio’s social media coordinator asking for her address to send a t-shirt. Flora started playing Guild Wars in 2005. “It was my first MMO,” she told Kotaku. “I fell in love with it.” She has logged over 4,000 hours in the first game, and about another 2,500 in Guild Wars 2.

Later on it was revealed that ArenaNet made a $3,500 donation to Siadina’s crowdfunding campaign, and instead of receiving a t-shirt she was sent all of the Guild War games signed by the developers. 

“Thank you is so inadequate. It’s all I got. Thank you for me and my family and everything. I didn’t expect any of this,” Siadina expressed to Kotaku. “To have the Guild Wars community come up behind me so strongly and so positively, it’s a blessing without price.”

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Minecraft: Education Edition introduces chemistry update

Microsoft announced the introduction of chemistry into Minecraft: Education Edition, where concepts like states of matter and structures of atoms can be accessible through the use of new crafting tools designed to explain different chemistry concepts. 

Educators are already using Minecraft: Education Edition to teach concepts like coding, the water cycle, photosynthesis and renewable energy. The addition of chemistry in Minecraft allows for teachers to introduce chemistry concepts without the cost of lab equipment, making the subject more accessible to their students. 

“Bringing chemistry to Minecraft not only helps spark interest in STEM, but also helps educators engage students in the scientific process, reinforcing creative problem solving and engaging experiments,” explains Minecraft education director Neal Manegold. “Concepts like states of matter, structure of atoms and chemical reactions become accessible in Minecraft through the immersive world and these brand-new tools.”

The chemistry update is set to launch in February for all Minecraft: Education Edition customers and there’s already a lab journal for teachers looking to incorporate the program into their curriculum.