Vanilla 1.1.9 is a product of Lussumo. More Information: Documentation, Community Support.
<B>Immersion </B>
This term has no single definition. Some uses, among others, include: (a) undivided attention to the Shared Imagined Space, (b) the absence of overtly stating features of Social Contract and Creative Agenda, (c) strong identification with one's imaginary character. See <a href="http://www.indie-rpgs.com/forum/index.php?t=4640">thoughts on why immersion is a tar baby</a> by Emily Care and <a href="http://www.indie-rpgs.com/forum/index.php?topic=8022.0">Immersion and story</a> by John Kim. Ok, two things.
One is - your (a) and (b) are not mutually exclusive, so we can try to define more precise terms and stop using "immersion" in its current subjective meaning.
Two is - regarding the Forge's provisional glossary term - I don't quite understand how immersion can be defined as "the absence of overtly stating features of Social Contract and Creative Agenda". I'd hazard to say that this absence is not really relevant to immersion. Yes, I am aware I'm operating under some sort of assumption of what "immersion" really is, but it is more of a way to say "I agree with nearly every definition of immersion I've seen on RPG discussions on many forums, and this is the only one I'm having a problem with".
MarK.
I think I just saved us from a long and drawn out Story Games Flame War.
Is one sort of 'immersion' really only a technique towards the sim CA? Or even a type of sim?
Looks to me as if the answer might be "yes".
If immersion is a Creative Agenda, then to my eyes it's related to Sim the most. Is it the primary aesthetic goal of the immersing player? If so, then it looks like Exploration-squared. "Living" in the SIS. Experiencing the Dream. Those who would like to escape the label of "Sim" might call it Immersionism (note that my Big-Model-Fu is weak, we might already have that one).
If immersion is a Technical Agenda, then it's probably less closely related to Sim (duh). However, which CA would it support best? What are its limits? If the player's default mode of play is as immersive as possible, when does the Gam/Nar aesthetic (of enjoying the challenge/creating the story) actually "happen"? During play itself? As a kind of post-play reflection? I think that continual immersion in most cases is not well-suited (as a technique) to actively support Gam/Nar play (to some extent). It is well-suited to certain types of Sim play (at the very least for exploration of character, setting, color and even situation).
Maybe labeling any type of immersion as "Sim" won't do much good, but it is more closely related to Sim than to the other two guys, as far as my understanding of GNS goes.
MarK.
Also, channeling Andy for a moment: what can we get out of a discussion of this term that will help us in a practical sense as designers, GMs and players?
(In others, I'm perfectly happy to turn to mechanics to resolve things. But you asked me about my immersionist-self.) And then Mo said:Not all immersionists will agree with any or all of these statements.This is an important point going forward (since this is turning into a very cool thread). I think talking about "immersionist" players is as bogus as talking about "narrativist" players or "power gamer" players. Individual players are vast and contain multitudes. Variety is the spice of life. If you're talking about "immersionist" players, that means there are also "non-immersionist" players. People can't just do one thing or the other. People can learn to play and enjoy playing all sorts of different ways.As this guy named Ron Edwards once said, when he proposed this classification system called GNS, "Label play styles; don't label people."
It's a good thing he said that, because otherwise this GNS thing could have led to a whole lot of unproductive arguments on the internet.
I do, however, want mechanics that do not support immersive play to get the hell out of my way, there is a difference here.
It's a good thing he said that, because otherwise this GNS thing could have led to a whole lot of unproductive arguments on the internet.
Excuse me, but I'd like to chew on some stuff here if I may. I'm seeing here (and in other discussions about immersion, both online and offline) several things I think should be pointed out.
One has to do with immersive faculties (is this the best term?) of players. The consistency, ease of, and intensity of immersion. Almost everyone, it seems, has it differently. Some don't mind "letting go" of immersive state as much as others. Some "slip" into the state easily, for others it takes time. Some can "hold" the state consistently and for a long period, some are easily distracted or are able to handle shorter periods. Some are aware of others' immersion, some aren't (for some the lack of it might even "break" immersion). For some there are levels of immersion, for others it's a binary state. Now, these are highly subjective, but I think also highly relevant factors when one wishes to determine where the "immersive zone" lies for others in the group. Joe and Sally can both say they're into immersion, but their immersion might be very different on many levels. (I think this ties into what Emily says on the Forge tar baby thread).
Another has to do with resolution. I see many immersive players pointing out that focusing on the mechanical process of a game has a potential to disturb the immersive experience. Does this make Drama resolution mechanics generally more supportive of immersive play? Fortune mechanics less supportive (unless they are somehow tied into the SIS, such as cards in a Western-themed game)? Or is it only about "crunch"? If so, how much crunch can one hope to get away with? (Subjectivity rears its ugly head, but I'm just tossing the ball here).
Last, but not least: I don't style myself an immersionist, not in the way people have described it here. However, I do like the game world to take on a "solid" quality, to feel as if "I'm in that place", and not necessarily "I'm that person". What are the relationships between the two? How is "setting immersion" relevant to "character immersion"?
MarK.
However, I do like the game world to take on a "solid" quality, to feel as if "I'm in that place", and not necessarily "I'm that person". What are the relationships between the two? How is "setting immersion" relevant to "character immersion"?Brand, I like your idea about discussing specific practices, except that I have absolutely no idea where to begin. I don't call myself an immersionist (or a narrativist, or a gamist, or an anything-else-ist) or explicitly identify with a role-playing community beyond that of the people I happen to game with, so I wouldn't even know what I'm doing that's different from what other people do. Can you do your awesome ask-provocative-and-interesting-questions thing, please? :)I started a longer post to try to answer all of Brand's questions, but I've put it on hold. Here's what I wrote about the Skype 9W game:
I'm listening to it right now and it's completely anti-immersive (IMHO) up to 40% of the way through. But that's all just general introduction and character introduction. Then Matt sets a scene and assumes there's going to be a conflict which is then framed and negotiated, with different players throwing out ideas and approving or rejecting them. Matt then sums up with "So, this is the situation, and the conflict is, and here are the goals of the various characers." If I were one of the players, I'd find this all really, extremely, utterly anti-immersive. Of course, Matt is also guiding the play of the game and teaching the rules, so things might be more "natural" once the rules are better understood and the players are better at conveying their intentions without having to spend a lot of time on clarification.
Later I notice that Fred (?) has to ask Matt about the use of his own character's metamorphosis power, with Matt providing most of the details and narration. Again, this is totally backwards from how I'd do things in my conception of immersion. Instead I'd expect to be able to ask for information about the world & situation, then creatively apply my metamorphosis power using those details.
And in answer to Brand's question about tolerance for metagame chatter,
I'd be gritting my teeth during that Skype game and wondering when we get to the fun. But that has more to do with the type of chatter--all that negotiation about the conflicts, all the explication of how the rules work. By contrast I enjoy a moderate amount of commentary in reaction to the game, up to and including ironic stuff like the MST3K audience chatter.
As a GM (is it possible to be an immersionist GM?), it's almost always situation (or possibly story - I'm still a little shaky on the distinction)This is occasionally not true, of course - for example, in my current Ars game, we're playing birth-to-death. I had no idea who the character was when I created her, or what the story would be about, as the first scenes we ran were when she was about four years old.In fact, I most hate having a beloved, interesting character who's stuck in a boring story.On the other hand, I love suggestions and commentary on the game itself, which I find very rich sources of inspiration and completely energizing. I also really like it when other group members bring up things that might be relevant, but that I maybe hadn't thought of.I also use meta-game control systems, but almost exclusively between sessions rather than during play. I'll notice things like which antagonists are working and which aren't, for example. But I really hate to think about things this way during an actual session.Do you ever feel limited by this? Have you in the past had to learn skills to help you get the things you want while using metagame issues only outside the main flow? Like, if your GM is heading someone one way, and you want it to go another, do you still deal with it IC, or do you go OOC at that? Or do you deal with that IC? Or other ways? Tell us your secrets!What I like best about playing a character is being able to think the way that character thinks, and to feel the way she feels. It's like slipping on a mask to look different, but this is a mask of the mind and a mask of the heart. Have you ever read Impro by Johnstone, or other works on theatrical training and mask play? Because, if'n you have, how do you find their theory connects or doesn't connect with how you play? Once a game ends, though, my attachment is pretty much over. I stay very attached to the character's story but I find that I almost always lose the ability to speak as the character once I'm not playing her regularly, and that's a sign for me of losing direct emotional attachment.I do generally have something specific that I want to explore - for example, for my Ars character it's pride and justice, and it's also my first experiment in playing a deeply religious Christian which has been really interesting and difficult for me.This I find deeply interesting because I have repeatedly seen a few different responses like this. Mo's response is much like yours. Others (deep immersionists/submersionists) say that it doesn't matter what happens in the game, so long as they get to play their character. I, otoh, can't conceive of having a beloved or interesting character in a boring story. No interesting story = no interesting character. Characters aren't interesing when I make them, they only become so once I'm playing.
So, do your characters get interesting through play? More interesting through play? Or are they interesting when you create them?"What I like best about playing a character is being able to think the way that character thinks, and to feel the way she feels. It's like slipping on a mask to look different, but this is a mask of the mind and a mask of the heart."Also, as a personal interest issue, have you ever played a game with an actual mask to represent your character? Has anyone else?
(Incidentally, I've encountered a curious attitude from some people regarding authorship. Some people will say that if you declare something which your character would say, then you're not authoring. That seems very strange to me.)The 9 Worlds Skype recording is very, very similar to the way I most enjoy playing. It's not, however, wholly typical of the way I DO play. Regularly, I find myself being distracted by the immersion of either myself or others and missing out on some opportunities to engage in juicy conflicts. How's that for odd?Brand... I still think the MBTI is the key. We need to make that damn test!How did you find this affected your approach to the game, and the play of the game? I mean, did you use different techniques? Get a different emotional connection to the game? How did you author the game, the character? Did the same methods you use when you build story and character together work for you? Did you have to do different things?So, when you break flow for something you don't like, does it take you out of the groove? What about breaking flow for things you do like? Or do you find that your "flow" isn't about "being in character"? What is it about? What helps it? What kills it?Do you ever feel limited by this? Have you in the past had to learn skills to help you get the things you want while using metagame issues only outside the main flow? Like, if your GM is heading someone one way, and you want it to go another, do you still deal with it IC, or do you go OOC at that? Or do you deal with that IC? Or other ways? Tell us your secrets!Also, as a personal interest issue, have you ever played a game with an actual mask to represent your character? Has anyone else?I know a lot of immersionists who say this -- character voice is very important to them, and after a game is over (or after long breaks) they can lose the ability to easily channel the character voice. Does this only happen with you at the end of a story? Does it happen if you quit in the middle of a game and go a year without playing the character? So do you find that your ability to immerse in a character increases your ability to address theme/premise? Does it do so for you only, or for the whole group? That is to say, do you think the rest of the group gets a chance to see the rich interior world of your character? If so, what techniques do you use to get that across?That's right - breaking flow for a discussion of game rules totally takes me out of the groove, and it takes me a few minutes to find it again. Breaking flow for things I like (applause, discussion of possible story directions) makes me grin and want to dive right back in. It's not quite about being in character - and maybe this is why I wouldn't call myself a character immersionist - as it is about the suspension of disbelief that the diegetic reality matters. Saying "Oh, wow, that thing that happened was so cool!" reinforces the idea that in our consensual imagined shared reality, that thing happened. Talking about the mechanics, and in particular arguing about them, just reminds me that what we're doing is not real.I wear glasses, so no masking for me. This is sad.1 to 70 of 70