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It's All Fun in Games

A discussion on the impact of MMOG elements based on my definition of fun... (Note - take everything with a grain of salt, as we are only human. If you want more clarification, please read my "Defining" series, as everything is based off of that...)

Author: LackeyZero

Importance of Immersion

Posted by LackeyZero Friday July 20 2007 at 12:49PM
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           I decided to post about this because of Plasuma's post and his description of how oblivion broke immersion due to its mini-games. And also, because of the massive talk on immersion. Well, this is my take on immersion...

            We all know it's bad to break immersion right? The main thing is that immersion is imagination. When someone is immersed, they are imagining and dreaming. This, sort of, ties in with my blog about "Good and Bad Marketing". When they are immersed and something like a mini-game breaks it, then that's obviously not good. When immersion is broken, the context is changed. It means that the player is drawn into the something that broke it and is now focusing on that. As a result, they have temporary blocked off any thoughts dealing with immersion. So, it was a trade-off, losing one thing for another to think about (even though there's probably more things to think about that are related to immersion). However, the more often a person blocks off something, the less likely they are to think about it again, because each time they get the impression that they can’t or shouldn’t be doing that—imagining; in addition, the less often they do it, the less inclined they are to remember or think of doing it again. As a result, it's killing off the amount of things that players think about (i.e. contracting context). Therefore, less fun...

            Immersion adds an additional level and variable for thinking and… 

            The other point of this post is to show that it is bad to create opposing interests, which results in the removal of a form of thinking... writes:
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