Creating an Immersive RPG
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Well, it would probably help to define immersion a bit more specifically so that I can stop using ellipses. The dictionary defines immersion as the "state of being deeply engaged or involved". Hmmm. Deeply engaged? Clearly this is a state of being that can only be induced via Pixel Shader 3 effects. DirectX 10 must be required, surely? Perhaps not. Certainly good graphics help, just as great audio does, but are those aspects all or even most of the story? I don't think so. Books can certainly immerse you. It's easy to find a good book, one that grabs you and plunges you into a world where you forget that it's 3 o clock and you have to go fetch your kids from school, and then the school councilor wants to have a chat with you and the people from social welfare. You can also certainly get immersed in your pen and paper role playing game, with nary a "bumpmap" in sight, unless you count the pockmarked skin of your obese cousin who is, disturbingly, roleplaying a dainty female elven ranger.
Given these facts I am convinced, despite the enthusiastic claims of our friends in PR, that great graphics are not the be-all and end-all of "Immersion". They aren't even necessary. So what is? I'm glad you asked, because otherwise I'd be without a topic for my article.
I'll avoid discussing art, sound effects or music as it relates to immersion, because this is an article about Game Design. Creating "immersion" is really just the art of creating an engaging CRPG experience, making design decisions which allow your players to lose themselves in the world and story you've created. I could have called this article "Basic Principles of CRPG Game Design" or (CRPG Design : Mistakes to Avoid) but buzzwords are all the rage these days and I thought I'd address one that gets hurled around a lot.