Two articles have recently come to my attention:
The Play of Simulation (excerpt from Salen and Zimmerman, Rules of Play: Game Design Fundamentals). This article is the ultimate source for "the immersive fallacy", a term that's started to pop up in some RPG discussions.
Immersion and Presence (presentation from a computer game theory class at IT University of Copenhagen).
The latter is a critique of the former, and it gets into the difficulties that arise from equivocation in the use of the term "immersion"--a topic I've touched on in an earlier entry.
December 24 2011, 17:30:36 UTC 5 months ago
December 28 2011, 02:16:28 UTC 5 months ago
December 28 2011, 03:34:04 UTC 5 months ago
Anyway, let me see if I understand your comment. Obviously, a conscious definition of immersion isn't needed for one to have "motivation". But the person's motivation or interest certainly affects reception of the game, right? Thus for example why as a player I engage traditional RPGs from an in-character POV ("IC-POV", roughly equivalent to "presence", with some qualifications, or certain definitions of "immersion"), while others can and do engage more from a collaborative storytelling perspective or a kind of virtual puppetry perspective.
Switching gears, I may be getting ahead of myself but for my purposes the idea of immersion-as-IC-POV requires that there be a relatively easy answer to the question, "What person do you represent in the game?"* Or more precisely, "What person's thought processes in the game map to your thought processes?" So e.g. for Tetris, an IC-POV would require positing some kind of in-game persona whose job it is to manipulate the blocks--which doesn't IMO improve in any way on just seeing the whole thing as an abstract exercise.
*Yes, this means that directly playing multiple PCs makes it harder to support an IC-POV. There are more challenging configurations to be sure but e.g. it's easier to put myself in the shoes of a particular member of a dungeon-expedition if there are mechanics which limit my direct control of the other members--loyalty/morale mechanics, or having the GM run them as NPCs, etc.
December 28 2011, 22:37:15 UTC 5 months ago