As in most any vocation, those of us in the combat simulation press
have our series of words that get worn and abused. You know, terms that
get used over and over again in about a hundred different ways until
you can't stand it anymore?
This month it looks like the magic word is "immersion". It seems like
an awfully vague term, and the way most folks use the word it could
stand for almost anything. The goal today is to make an (admittedly
vain) attempt to define the meaning of immersion - at least beyond mere
jingoism.
Immersion by its very definition
implies an "insertion" or "plunging". That certainly seems to be a good
starting point - the implication that you literally plunge into this
alternate game world so that it completely replaces the real world.
Gaming being among the best expressions of the escapist pursuits,
perhaps the best yardstick to measure the quality of a game is how
thoroughly the game creates the illusion of being somewhere else.
That still remains a very subjective description. How do you
quantify how effectively a game puts you in another world? Can we even
agree that immersion is a measure of escape in the first place? To this
end we quizzed a few familiar faces from the simulation gaming press
and asked the question, "What does immersion mean to you?"
"For me, a computer game is immersive if it dominates my
thoughts and senses so thoroughly that I forget I'm just playing a
game."
- Robin G. Kim, Computer Gaming World
"Immersion means to me: a persistent and believable environment
that heightens the sense of disbelief and contributes to the illusion
that the war and the individuals in it, especially, the player's alter
ego and team-mates, matter."
- Len Hjalmarson, Combat Simulations
"Feeling like I'm there. Sucking me in to the experience."
- Rod White, PCM&E
"Losing track of the outside world (especially losing track of
the passage of time) to some degree; the better the game, the more you
lose track."
- Scott Udell, Computer Games Strategy Plus
"...if a sim makes you feel like you'll be letting
"someone" down if you leave it before completing a mission/task
/race/whatever--that's immersion."
- Ben Chiu, Microsoft Press
Writers tend to be an independent lot, so it makes
it all the more amazing that there's an apparent consensus. Each one
basically takes different approaches towards a common concept, although
there are two dominant themes. The first theme is "losing time," and
the other is the virtual world becoming dominant or equal to the real
world - either in replacing stimuli or creating a feeling of
"importance" to the virtual world.
But how do you recognize it when you see it in a game?
At COMBATSIM.COM, we frequently like to describe a game as "extremely
immersive", but what is it that makes one game more immersive than
another?
"To draw me into its world, a game must emphasize just the
right combination of elements--a harmonious balance is far more
important than excellence in any one area." (Robin)
"...If the game is more believable, looks more like the real
world, does a better job at helping me care about my alter ego and what
happens to my platoon/squad etc, connects events in a more logical and
obvious way, is less predictable (while remaining true to reasonable
strategic and tactical considerations)... then it is more immersive"
(Len)
"...If it's a sim it's the feeling of being there, the
feeling of being fooled into believing the experience is a real one,
forgetting about everything else around you because of it. If it's a
strategy game like C&C, or a 3D/shooter it's being drawn in to the
game, becoming part of it because of the compelling gameplay, once
again being a game so fun in atmosphere that you forget about
everything else around you. Becoming one with the game." (Rod)
"All parts of the game--interface, story (if it has one),
information presentation, environments, etc.--fit together... they flow
along without any one part interrupting the experience to a great
degree." (Scott)
"...It can't really be attributed solely to just a single
thing like graphics, sound (which many people tend to underestimate
their overall effect on if a sim), or any other feature. But generally
overall implementation and the little details are more important for
immersion than say photo-realistic terrain or other things that most
casual players consider 'realism.'" (Ben)
Once again, there is an remarkable degree of agreement. It
isn't just one particular thing that makes one game more immersive than
another. Rather, it is the whole *instead* of the parts - the synergy -
which makes a game succeed in creating a compelling alternate world.
A Voom With a View (Virtual Cockpits)
Personally, I lean towards thinking of immersion in very physical,
practical terms. Anything that helps me intuitively feel that the world
is real is a big factor towards immersion. From this point of view,
virtual cockpits are a really big thing: being able to fly "seat of the
pants" in the Longbow 2 cockpit, looking off to one side in EF2000's
ground breaking padlock system, or even bouncing in the commander's gun
cupola for M1 Tank Platoon 2. These are all designed to really "drop
you into the seat".
(F-22 ADF wide-angle cockpit)
EF2000's cockpit really deserves special note. For the first time a
player could really fly in one direction while "turning your head" in
another direction - continuously and smoothly. In fact EF2000 (and
F22ADF, for that matter) completely eschewed the traditional bitmap
cockpit altogether (something that will likely happen more often in the
future as graphics performance improves) in favor of the 3D cockpit.
All the orientation cues in the padlock made it clear what direction
you're looking relative to the cockpit, so the player knows exactly
what direction the enemy was relative to him, and still be able to fly
the jet intelligently.
At that point dogfighting changed from
interpreting a series of odd displays meant to help you chase your
enemy around the sky to a relatively simple system that effectively
mimics actually sitting in the cockpit. Thus, while one could argue
that Falcon 3's multi-window padlock was just as effective as EF2000's,
the "through the pilot's eyes" interface is easier to adapt to, more
intuitive, and helps to suspend disbelief.
Many works on product design have stressed that
the ideal interface design is the one that is totally transparent, and
"through the eyes" is definitely a step in the right direction.
(Jane's F-15 cockpit)
Another padlock worth mention is the Jane's F-15 padlock. F-15's
virtual cockpit tends to be a little short on visual cues when tracking
a target, but it offers the greatest degree of realism. The padlock
view can be set to represent the restrictions of the pilot's neck. It
even models how a pilot has to turn his head from one side to another
when trying to keep sight of a bandit at his six.
Perhaps even more intriguing was the
potential to lose a lock if you took your eyes off of the target for
more than a moment. In fact the game only allowed players to padlock
targets that they've first acquired visually. In the case of F-15,
modeling the "human factors" not only adds to the importance of "lose
sight, lose the fight" - but these limitations also help you feel that
a real flesh and blood pilot is sitting at the controls, and not merely
a keyboard-controlled automaton.
So with all this talk about virtual cockpits, one would think that
so-called "Virtual Reality" gear would be just the ticket. The answer
to that is that it indeed is, but at present the vision is far greater
than the implementation. Just as man dreamed of flying (and made
countless failed attempts) over the past centuries, so we can envision
the possible benefits of virtual reality equipment, but the technology
is simply not mature enough to be enjoyed.
Yet imagine just a few of the possibilities for
sim players - Apache helicopters (and a handful of modern fighters) aim
their sensor gear and weaponry based on the direction the pilot or
gunner is looking. In a similar fashion, advanced VR equipment would
let players look through their virtual cockpits and aim their optics or
guns in exactly the same fashion, - which is much better than merely
paging through target lists. Fighter pilots could circle a point on the
ground and keep a close eye on it without making any special effort -
either for bomb damage assessment, monitoring flight deck conditions on
an aircraft carrier, or simply inspecting a possible low-threat target.
Even this doesn't touch on how much more
realistic dogfighting can be. Fortunately or unfortunately (depending
on your point of view), the usuable display resolution and framerates
of current and near-future games are thoroughly outpacing the ability
of miniature display and head tracking technologies to keep up, so VR
will remain merely an intriguing concept and technology exercise for
the forseeable future.
What Not to Do in a Campaign
Dynamic
campaigns are very important in creating a sense of immersion -
partially because they generates a feeling of importance (even
responsibility). If nothing else, they create the absence of scripting,
which is an advantage in and of itself.
The key factor in the role of the dynamic campaign is
that its plot (at least in theory) is infinitely branching - and the
player is at least partially responsible for how it changes. In a
campaign where there are countless shades and styles of victory or
defeat, every action the player takes matters over the long term in
some way.
Take a jet fighter sim for example. If the player
maintains an air dominance posture, his ground forces may be completely
unimpeded by enemy airpower, but the enemy will still be operating at
full capacity behind his own front lines. On the other hand, taking a
methodical approach to destroying enemy air defences may pay off in
allowing deep strikes against lucrative targets, but without decisively
maintaining control of the skies, the player risks very damaging
counterstrikes.
Either way, in a true dynamic campaign, each unit
in the air or on the ground has some significance in the greater
picture, so defending it or destroying it has more meaning than racking
up bonus points, picking up a new medal, or getting access to the next
mission in the campaign.
The pre-written (scripted) campaign has its advantage
in that the designer has total control of the structure and aftermath
resolution for each mission. This allows missions and the campaign to
have some creative "plot twists". Unfortunately, once the mission has
been played once, the player has a good idea of what to expect, even
when random variables are thrown in to attempt to add variety. Once
your mission falls into the "rerun" category, the game ceases to be an
adventure - rather, it becomes a sequence of decision points where you
try to outwit the enemy.
Perhaps the biggest reason that "canned" or
pre-scripted missions destroy immersion is not merely because they lack
the persistence and continuous flow of a dynamic campaign, but because
too many of them fall into the "puzzle" trap. I'm sure that almost any
hard-core gamer knows what I'm talking about. If you could finish a
given set of canned missions quickly, the whole game would be over very
soon, and you would feel like you didn't get your money's worth.
Mission designers get around the lack of
replayability by making the missions extremely difficult so that you
usually need to play each one many times over - you eventually find
that you have to be at a certain place at a certain time doing a
certain thing in a particular order.
It doesn't take long before you realize that what
you're doing isn't playing a simulator, you're solving a puzzle. Even
the greatest games ever made can shock players into losing their
suspension of disbelief over a game world if they realize that the
mission design requires that they try again and again until they figure
out which weapon goes with which enemy at what time. Certainly this
kind of "try, lose, repeat, try, lose, repeat" business has less to do
with simulating warfare than it does with Myst.
Time Flies...
The issue of temporal
displacement comes up. No, it's not an episode of Star Trek, but sim
players seem to agree that a really good game can throw you many hours
into the future without having noticed. So does this make
super-addictive games like X-COM more immersive? It's certainly not
that realistic. There isn't any use of a first-person viewpoint
anywhere. In fact, all things considered, it's just a strategy game.
Yet for the time you are playing it, it tends to completely encompass
your world.
The dynamic campaign helps suck the player in because
of it's persistence and continuity. But there is another fundamental
aspect of dynamic campaigns that is frequently overlooked. One of the
critical aspects of really holding a player into the game is - for lack
of a better term - "newness".
This is not quite the same thing as randomness
and variety isn't exactly the right word, either. A mission generator
can put various random enemy units in random locations, there is
nothing really special about that. Instead, "newness" is the promise of
surprise: that as long as the player keeps on playing, he will
constantly encounter new things.
Strategy games like Civilization and X-COM do
this by implementing technology trees. Sims with pre-scripted missions
make a futile attempt at doing it by introducing new enemy units and
targets in each mission - but that newness really only lasts for one
attempt at the mission.
(ADF Paratrooper Attack)
Achieving surprise over the long haul is very difficult, especially
without crutches like progressive technology trees. So the ideal
dynamic campaign must try harder to create the necessary variety - for
example, an enemy airstrike may be two lone craft, or it may be a
strike package of a couple dozen craft of various kinds. They may try
hiding from radar, hiding in the sun, sneaking up a six o'clock low, or
flying brazenly. They may try deceptive tactics or try to burn their
way through at top speed. The strike may turn out to be a flight of
heavy bombers, helicopters, a gunship, a cruise missile, maybe even a
cargo craft dropping airborne units or making an unprepared field
landing.
Equally important is the human element. Human
beings don't always respond in predictable ways. A fatigued driver or
pilot may react differently than the same driver or pilot on his first
flight. Perhaps a tired pilot will get lost or be separated from his
fllight. Maybe they will make a mistake in the heat of combat. If the
situation is bad enough, it should be possible that they will break off
and flee. This special kind of unpredictability makes the player think
"what will the next mission bring?" and it is at this point that a
player can find himself up at 4:30AM on a Monday morning wondering what
happened to the weekend.
Realism: Foundation, Rooftop, or Swimming Pool?
One thing that is important to clarify is that in the same way that the
words "realistic" and "complicated" are not necessarily
interchangeable, neither are the words "realistic" and "immersive".
Realism's role in immersion is to ensure the suspension of disbelief
that is so important to simulations. However, realism by itself does
not necessarily draw the player into the experience. This is where much
of the art of simulation development lies.
The old bugaboo of physics comes into play here.
While it is important that the simulated vehicle behave like the real
one as far as performance figures go, it is even more important that it
reacts to various inputs in an accurate manner. Not everyone may notice
whether the M1's top speed over hardpack terrain is 50 or 70 kilometers
per hour, or whether the F-16 stalls at 160 or 130 knots, but it will
be very clear that something is wrong if the M1 simply "pops" over a
bump with no inertia or the F-16's controls are just as responsive
during a stall as they are at cruise speed.
(A-10 Cuba Belly Landing)
Even so, having true physics realism is very important to immersion
because the world must behave the way you expect it to, even when it
enters special situations that the programmers may not have originally
envisioned (and there are many of those). The programmers at Parsoft
may not have envisioned the possibility of skipping the massive A-10
Warthog across a flat body of water the same way a child may skip a
stone, but it was A-10 Cuba's comprehensive physics modeling that
allowed a wounded 'Hog to just make it safely onto dry land when a
double flameout over the water forced desperate measures.
Furthermore, in the latter case upon reaching
dry land, one wingtip dragged on the ground, hauling the 'Hog around
and threatening to cause a violent ground loop. This kind of
flexibility allows the players to think according to their real-world
intuition rather than trying to guess whether the "rules of the game"
allow someone to do this or that. Indeed, there are more than a few
flight sims where even the most gentle contact with a light object will
cause a catastrophic explosion, or a damaged aircraft will behave in a
very random fashion rather than accurately modeling it's damaged flight
characteristics.
When it comes to the avionics/electronics,
managing the game design elements of on-board equipment on a modern
combat craft continues to pose a stiff challenge. Accuracy is important
not only for its own sake, but also because it will be more consistent
for experienced gamers who are already accustomed to things like radar
search patterns and weapons delivery techniques.
Yet there are players who want to
experience the same set of considerations in employing their equipment
without being stuck in the details, and there are players who don't
want to think about switchology whatsoever. An immersive simulation
must not force novice or action-oriented players to use the
full-fidelity electronics suite, but the game shouldn't stick experts
with cartoon-simple systems either.
Putting it all together
So what kind of
conclusions can we draw from all this? It would seem that we can
readily identify several distinct components of immersion:
- Physical Immersion - This
is the effort, through gameplay interface, controls, visual, aural, and
tactile stimuli, to give the player the sensation of physically being
present in the virtual world. It can be something as simple as a better
padlock, more detailed graphics, more believable physics, or
informative force-feedback - but in all cases it's directed towards
"the feeling of being there."
- Environmental Immersion -
This represents the modeling of a game world that behaves in a
believable manner, where actions and mission results can have
far-reaching effects, thus giving the player the perception of a
struggle for dominance as well as a sense of responsibility to protect
his assets. This can be as simple as resource management, or as complex
as a totally modeled war.
- Temporal Immersion -
Simply put, the consistent and uninterrupted flow of gameplay that
pulls a player in and keeps him there. It is important for a game to
not suddenly and gracelessly lose the perception of the world between
actions, and equally important to make one mission flow seamlessly into
the next. The sim must attach the importance of the greater cause at
hand and yet continue to maintain variety to keep its hold on the
player's attention. This continuity, while difficult to achieve, is
perhaps the most telling goal of immersion, since it usually means that
at least one or both of the previous categories have also been
implemented well.
To their credit, most simulation developers
achieve at least some portion of these goals. However, as the responses
to our questions show, the immersion that makes players revere a
simulation long after its first year is really the result of the
*synergy* between all these various aspects.
The Future (?)
As strange as it may
sound, the ultimate expression of the search for immersion may
eventually result in a role-playing game. Current efforts towards
improving immersion have resulted in integrating the strategy side of
combat operations with the simulation side. Conceivably, the next step
may be to try to emulate the life and career of the pilot to some
degree and thus add role-playing elements.
Certainly there have been a couple of tentative
steps in that direction, and the Producers of Team Apache have taken
pains to try to emulate the limitations of a human crew (one early
concept even considered the idea of running to the flight line to get
to your helicopter during a scramble mission). Falcon 3, Red Baron 2,
and other sims had a pool of pilots - complete with names - who have
skills which developed as they survived one mission after another. As
our sims begin to reach a certain level of maturity in recreating the
conflict, the next step to making players feel truly involved with a
game may turn out to be simulating the men behind the machines.