| Joshua A.C. Newman ( @ 2006-02-16 09:39:00 |
| Current mood: | questant |
| Entry tags: | rpg theory |
Immersionism
I think Immersionism is a little tiny subset of Narrativism, where you forego most narrative tools in order to get whatever it is you get out of playing from inside a character.
Narrativist design can give you these tools to confront theme:
1: Meaningful decision making
2: The ability to push your own character into situations the character "didn't expect" or "didn't want"
3: A compelling character
4: Collaboration with other players to have events take place
5: Unsympathetic characters you want to see go down
Immersion gives you 1 and 3. By deciding to use Immersion techniques, all you're really doing is deciding to forego 2, 4, and 5. Apparently, there's pleasure to be gained from being inside Your Guy and wanting what sie wants, which I'm willing to grant. Apparently, that makes up for the other missing elements.
And if you tell me that Immersion gives you 2,4, and/or 5, I'm willing to say, "OK, call it Immersion if you want," and we can chalk it up to conflicting syntax without conflicting semantics.
I'm curious about games where the internal state of the character matters so much mechanically. Are there any? That aren't in Finnish?