Immersiveness is subjective. My arguments are more observational, based
on personal experience from a lifetime of *** (since the Fairchild
Channel F days) and*** around gamers (including several years in
the industry).
Immersion, as the name implies, is the feeling of being *draw in* to
something. It's a *mental* state -- the more your mind inhabits the
game world, the more real that world seems, the more *immersed* you are
in it.
What your body is doing has less to do with it than you think. When
you're walking, you don't actively "control" your limbs, you don't tell
individual muscles to contract and relax, you just choose where you
want to walk. When you look around, you aren't actively controlling
your neck muscles or eye muscles, they are a *means to an end*. In a
game, your fingers are the means. You quickly adapt and it becomes
second nature.
We already establish that (it's pretty obvious, right?). That may make
it more effective training for the real activity, but it doesn't
necessarily make the experience itself more immersive. There are other,
more important factors.
Imagine attaching a computer screen to a treadmill. It shows a
character walking through a virtual forest. As you walk faster or
slower on the treadmill, the character walks faster or slower. You
can't look around and can only walk in a straight line, but there is a
100% match between what the character in the game is doing and what
your body is doing. Does that make it immersive? Not really.
Now imagine putting on a VR helmet. You see the forest in first person,
in true 3D, and you can look around freely. Using a controller sitting
in your lap, you can walk anywhere in the forest, climb trees, push
aside plants, explore. That's going to be a *far* more immersive
experience, regardless of the fact that you're sitting on your ass.
Another example: what's more immersive, racing in 3rd person or from
the***pit? Most people find the***pit view more immersive, totally
irrespective of what your hands and feet are doing. You can make a
racing game even immersive making the***pit fully 3D and give people
the ability to look around it freely (just like an FPS).
Racing games still totally rely on your imagination, unless you
normally perceive the world as a small, 2D rectangle floating in front
of your face. ;)
There are a *lot* of different game genres. FPS and sims are closer
than most. They are action games, typically first-person, with heavy
emphasis on hand-eye coordination and spatial reckoning. Fighting
games, platformers, and sports games are more distant relatives,
typically played in 3rd person and more dependent on button-sequences.
Adventure games are even more distant, with less reliance on hand-eye
coordination. Strategy games and RPGs are even more distant, while
puzzle games, relationship games, rhythm games, board games, etc., are
way out on the horizon.
Thank you. I couldn't have said it better myself. I
challenge you to show me someone who finds Yahoo!
Checkers more immersive immersive than Half-Life 2 or Doom III. ;)
No, it's a lucky accident that they were able to do so. It just so
happens that the controls used to operate a car are fairly easily
reproduced at home. Can you say the same thing about a motorcycle
racing sim? How about a sailboat racing sim or a horse racing sim?
Makers of car sims are lucky in that regard.
That was not my logic at all. I was just thinking that going from a
mouse to a wheel is a minor learning curve compared to all the
non-physical things you learn about racing from a simulator.
If you were going to throw two gamers into real cars and have them
race, I would put my money on the kid who spent a year playing Live For
Speed with a mouse over the kid who spent a year playing Need For Speed
with a wheel.
: Just think about how many people have difficulties when
: switching from a regular car to a sportcar that have
: much shorter pedal travel and tighter gears shifter. Or
: about people who have hard time to learn left foot
: braking.
True.