Immersive sim
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An immersive sim (simulation) is a
video game genre A video game genre is an informal classification of a video game based on how it is played rather than Computer graphics, visual or narrative elements. This is independent of setting (fiction), setting, unlike works of fiction that are expressed ...
that emphasizes player choice. Its core, defining trait is the use of simulated systems that respond to a variety of player actions which, combined with a comparatively broad array of player abilities, allow the game to support varied and creative solutions to problems, as well as
emergent gameplay Emergent gameplay refers to complex situations in video games, board games, or table top role-playing games that emerge from the interaction of relatively simple game mechanics. Designers have attempted to encourage emergent play by providing too ...
beyond what has been explicitly designed by the developer. This definition is not to be confused with game systems which allow player choice in a confined sense or systems which allow players to easily escape consequences of their choices. Immersive sims by definition allow for multiple approaches, and typically incorporate elements of multiple genres, including
role-playing games A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal ac ...
, stealth, first-person shooters,
platform game A platform game (often simplified as platformer and sometimes called a jump 'n' run game) is a sub-genre of action video games in which the core objective is to move the player character between points in an environment. Platform games are charac ...
s and
survival horror Survival horror is a subgenre of survival of the players as the game tries to frighten them with either horror graphics or scary ambience. Although combat can be part of the gameplay, the player is made to feel less in control than in typical ac ...
. Although they typically have smaller worlds than open world games, they also generally allow for open-ended gameplay, allowing the player to progress in any order and pursue side missions alongside any main story missions. Immersive sims are generally compared to games developed by Looking Glass Studios. The first such game generally considered an immersive sim is '' Ultima Underworld: The Stygian Abyss'', and other examples include ''
Thief Theft is the act of taking another person's property or services without that person's permission or consent with the intent to deprive the rightful owner of it. The word ''theft'' is also used as a synonym or informal shorthand term for some ...
'' and ''Thief 2'', '' System Shock'' and '' System Shock 2'', as well as the first ''
Deus Ex ''Deus Ex'' is a series of role-playing video games, set during the mid 21st century. Focusing on the conflict between secretive factions who wish to control the world by proxy, and the effects of transhumanistic attitudes and technologies in a ...
''. The term "immersive sim" may also be used to describe the game design philosophy behind the immersive sim genre, which uses interacting, reactive and consistent game systems to create emergent gameplay and a sense of player agency.


Concept

Immersive sims typically task the player to make their way through levels and complete missions, but do not enforce the means by which the player does this. A common example would be where the player-character must get past a guard. The choice of how to do this would be up to the player: they may attempt to sneak around; use parkour or other similar abilities, aided with some equipment, to slip around them; find small passageways that allow them to get around the guard; create a distraction that draws the guard away from their post; convince or bribe the guard to ignore them; or simply attack and kill or disable the guard directly. The choices may be limited by the player-character's abilities and current inventory, and there may be consequences of the player's choice. For example, killing or disabling the guard could leave the guard's body to be found later, raising the alert level of other guards. However, this element of consequence can be seen as a negative to players if taken throughout the game. For example, ''
Dishonored ''Dishonored'' is a 2012 action-adventure game developed by Arkane Studios and published by Bethesda Softworks. Set in the fictional, plague-ridden industrial city of Dunwall, ''Dishonored'' follows the story of Corvo Attano, bodyguard to th ...
'' introduced a "chaos" system that adjusted how enemy guards would behave due to how much violence and disturbance a player had done earlier in the game, which discouraged players from trying different tactics to avoid making future encounters harder. This system was removed for '' Dishonored: Death of the Outsider'', as well as the addition of optional quests to encourage alternate approaches to missions.
Warren Spector Warren Evan Spector (born October 2, 1955) is an American role-playing and video game designer, director, writer, producer and production designer. He is known for creating immersive sim games, which give players a wide variety of choices in how ...
, part of Looking Glass Studios, said that immersive sims create the feeling that "you are there, nothing stands between you and belief that you're in an alternate world". Many of the key developers of immersive sims compare them to tabletop ''
Dungeons & Dragons ''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by Tactical Studies Rules, Inc. (TS ...
'' games hosted by a good
gamemaster A gamemaster (GM; also known as game master, game manager, game moderator, referee, or storyteller) is a person who acts as an organizer, officiant for regarding rules, arbitrator, and moderator for a multiplayer role-playing game. They are m ...
, or to
live action role-playing game A live action role-playing game (LARP) is a form of role-playing game where the participants physically portray their characters.(Tychsen et al. 2006:255) "LARPs can be viewed as forming a distinct category of RPG because of two unique feature ...
s, in that there are a set of rule systems to keep it a game, but the game will react to the players' actions rather than force the player to conform to a specific action. Spector is credited with the term "immersive sim" in a post-mortem he wrote on the development of ''Deus Ex'' in 2000, although Spector himself attributes it to his Looking Glass colleague Doug Church instead. Mark Brown of the YouTube series ''
Game Maker's Toolkit ''Game Maker's Toolkit'' (''GMTK'') is a video game analysis series created and presented by Mark Brown, a British video game journalist. The show examines and explains various aspects of video game design and is supposed to help viewers consi ...
'' identified that a key differentiating feature of immersive sims is that they do not readily use scripted or fixed events. Instead, they use a consistent series of rules and systems throughout the game. These consistent systems then can be exploited by the player to complete objectives in unique and unpredictable ways, with the game reacting to the player's decisions. Brown uses the example of being able to fire rope arrows (to climb on) at any wooden surface in the original '' Thief: The Dark Project'' (1998), while the 2014 ''
Thief Theft is the act of taking another person's property or services without that person's permission or consent with the intent to deprive the rightful owner of it. The word ''theft'' is also used as a synonym or informal shorthand term for some ...
'' game limited what locations these could be used, removing the immersive sim elements. Rick Lane of ''
PC Gamer ''PC Gamer'' is a magazine and website founded in the United Kingdom in 1993 devoted to PC gaming and published monthly by Future plc. The magazine has several regional editions, with the UK and US editions becoming the best selling PC games m ...
'' noted that while earlier games in ''
The Elder Scrolls ''The Elder Scrolls'' is a series of Action role-playing game, action role-playing video games primarily developed by Bethesda Game Studios and published by Bethesda Softworks. The series focuses on Nonlinear gameplay, free-form gameplay in an ...
'' series were not immersive sims, '' The Elder Scrolls IV: Oblivion'' (2006) transitioned the series to an immersive sim. The concepts of immersive sims are designed to have the player imagine themselves are part of a consistent world, and games using immersive sim philosophies need not have gameplay systems normally attributed to immersive sims. A notable example is ''
Gone Home ''Gone Home'' is a first-person exploration video game developed and published by The Fullbright Company. ''Gone Home'' was first released for Microsoft Windows, OS X, and Linux computers in August 2013, followed by console releases for the Pla ...
'', a narrative exploration game that has the player examine the state and objects in a home to piece together a story of events that happened there previously, but has otherwise very few game mechanics. Steve Gaynor of The Fullbright Company which developed ''Gone Home'', compared their approach to Looking Glass Studios' games, stating that "It’s really about this feeling of being in a place and the designers trusting you to progress through it in a meaningful way".


History

Warren Spector considered '' Ultima VI: The False Prophet'' (1990) the first game to have an immersive sim mentality as while played from a top-down view, it relied less on events and planned-out puzzles, and instead provided the rulesets and systems through its living world to allow players to craft their own solutions to situations. Spector described one playtesting example from ''Ultima VI'' that he considered the genesis of the immersive sim genre, in which a playtester lacked a magical spell needed by his party to pass by a closed gate, and instead used a pet mouse character to sneak through small spaces and access the necessary controls to open the gate, something none of the developers had anticipated. '' Ultima Underworld: The Stygian Abyss'' (1992) is considered the first game to demonstrate the necessary elements of an immersive sim according to Spector and others. It built upon ''Ultima VI''s gameplay and added in the first-person perspective, predating ''
Wolfenstein 3D ''Wolfenstein 3D'' is a first-person shooter video game developed by id Software and published by Apogee Software and FormGen. Originally released on May 5, 1992, for DOS, it was inspired by the 1981 Muse Software video game '' Castle Wolfe ...
'', the game that first popularized first-person shooters, by a few months. The first-person view helped to cement the impression that the player was part of the game's world that they had full control of, and completing the impression of immersion. Spector recalled that he had thought to himself "Do you not realize that the entire world just changed?" on seeing the initial demo for ''Ultima Underworld''. Other early examples include '' System Shock'' (1994) and its sequel '' System Shock 2'' (1999), ''Thief: The Dark Project'' (1998) and its sequel '' Thief II'' (2000), ''
Deus Ex ''Deus Ex'' is a series of role-playing video games, set during the mid 21st century. Focusing on the conflict between secretive factions who wish to control the world by proxy, and the effects of transhumanistic attitudes and technologies in a ...
'' (2000), and '' Arx Fatalis'' (2002). However, at the same time, more action-oriented games with strong narrative elements that followed from ''Wolfenstein 3D'', like '' Doom'' (1993) and '' Half-Life'' (1998), drew larger commercial sales, making it difficult to gain publisher interest. Around 2006-2008, several games emerged that revitalized interest in the immersive sim, including '' The Elder Scrolls IV: Oblivion'' (2006), ''
BioShock ''BioShock'' is a 2007 first-person shooter, first-person shooter game developed by 2K Boston (later Irrational Games) and 2K Australia, and published by 2K Games. The first game in the BioShock (series), ''BioShock'' series, it was released f ...
'' (2007), '' S.T.A.L.K.E.R.: Shadow of Chernobyl'' (2007) and ''
Fallout 3 ''Fallout 3'' is a 2008 action role-playing game developed by Bethesda Game Studios and published by Bethesda Softworks. The third major installment in the ''Fallout'' series, it is the first game to be developed by Bethesda after acquiring ...
'' (2008). Spurred from these successful titles, there have been new titles in the ''Deus Ex'' series ('' Deus Ex: Human Revolution'' (2011), '' Deus Ex: Mankind Divided'' (2016)), the ''Underworld'' series ('' Underworld Ascendant'' (2018)). A remake of '' System Shock'' (2023), "enhanced" and Virtual Reality versions of ''System Shock 2'' (2023) and ''System Shock 3'' (TBC) are also all planned for release. New properties, including the Arkane Studios titles ''
Dishonored ''Dishonored'' is a 2012 action-adventure game developed by Arkane Studios and published by Bethesda Softworks. Set in the fictional, plague-ridden industrial city of Dunwall, ''Dishonored'' follows the story of Corvo Attano, bodyguard to th ...
'' (2012), ''
Prey Predation is a biological interaction where one organism, the predator, kills and eats another organism, its prey. It is one of a family of common feeding behaviours that includes parasitism and micropredation (which usually do not kill ...
'' (2017) and ''
Deathloop ''Deathloop'' is a first-person shooter video game developed by Arkane Lyon and published by Bethesda Softworks. The game was released on 14 September 2021 for PlayStation 5 and Windows, and on 20 September 2022 for Xbox Series X/S. It receive ...
'' (2021), as well as White Paper Games' ''
The Occupation ''The Occupation'' is a single-player adventure video game developed by White Paper Games and released on PlayStation 4, Xbox One, and Microsoft Windows on 5 March 2019. The game takes place in a single government building, in real-time over fou ...
'' (2019) and WolfEye Studios' '' Weird West'' (2022), were developed acknowledging the design principles of immersive sims. Other titles in this period, such as '' The Legend of Zelda: Breath of the Wild'' (2017) and '' Hitman'' (2016), while not necessarily considered immersive sims, have been said to possess elements of the genre, given their "sufficiently advanced
physics engine A physics engine is computer software that provides an approximate simulation of certain physical systems, such as rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics, of use in the domains of computer gr ...
/systems that interact with both player verbs and mechanics and level design" and emphasis on emergent gameplay.


Performance in the industry

While the immersive sim genre is well-received critically, its performance within the
video game industry The video game industry encompasses the development, marketing, and monetization of video games. The industry encompasses dozens of job disciplines and thousands of jobs worldwide. The video game industry has grown from niches to mainstrea ...
tends to be poor and sales of immersive sim games have been varying. The original ''Deus Ex'' sold more than 500,000 units (at the time, a respectable number) but its immediate sequel, '' Deus Ex: Invisible War'' was considered a commercial failure. More recently, while '' Deus Ex: Human Revolution'' sold more than 2.1 million copies within a month of its release, its sequel '' Deus Ex: Mankind Divided'' had not yet cleared one million in sales a year after its release. ''
Dishonored 2 ''Dishonored 2'' is a 2016 action-adventure video game developed by Arkane Studios and published by Bethesda Softworks for Microsoft Windows, PlayStation 4, and Xbox One. It is the sequel to 2012's '' Dishonored''. After Empress Emily Kaldw ...
'' also did not see a sales uptake similar to the one the original ''Dishonored'' had. ''System Shock 2'' only sold about 58,000 units eight months after release, in contrast to ''System Shock'' 170,000 units. As a result of poor sales of ''System Shock 2'' and ''Thief'' from its multimillion dollar budgets, Looking Glass suffered mounting debts and closed down in May 2000. Irrational Games still wanted to make ''System Shock 3'', but
Electronic Arts Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry and promoted the ...
, which held the publishing rights to the franchise, felt sales of the second were not sufficient to justify a sequel, leading Irrational to make a spiritual successor that shared the same concepts but avoided the intellectual property rights issues in ''BioShock''. Jody Macgregor of ''
PC Gamer ''PC Gamer'' is a magazine and website founded in the United Kingdom in 1993 devoted to PC gaming and published monthly by Future plc. The magazine has several regional editions, with the UK and US editions becoming the best selling PC games m ...
'' noted that there are other factors contributing towards lower sales - including other competing games and changes in a sequel's marketing and approach. He also states that immersive sims require more commitment from the player to invest and learn the game's complex interacting systems in contrast to other types of games built around simpler mechanics thus making immersive sims harder to sell. Jordan Thomas, a developer on ''Thief'' and the ''BioShock'' games also said that immersive sims are very difficult to be built by groups other than large teams due to the complexity of such games - making contributions from
indie games An indie game, short for independent video game, is a video game typically created by individuals or smaller development teams without the financial and technical support of a large game publisher, in contrast to most "AAA" (triple-A) games. ...
unlikely. Arkane's Harvey Smith believed that while the sales trends for immersive sims in the 2010s were disappointing, there will always be a market for them but there will be a need to balance the cost of development to lower sales numbers. Smith attributes the lower sales of more recent games to the general trend of players favoring fast-paced action games with strong multiplayer components - with publishers being wary of games without such elements. Immersive sims by nature tend to be single-player experiences requiring thought-out approaches but Smith believes that the new titles will adapt to these player preferences in the future, particularly from indie developers.


Lineage

A small number of studios and developers have been associated with the immersive sim genre, creating a lineage in its development originating from Looking Glass Studios and its projects. ''Ultima Underworld'' was created by Paul Neurath and Doug Church, under their studio
Blue Sky Productions Looking Glass Studios, Inc. (formerly Blue Sky Productions and LookingGlass Technologies, Inc.) was an American video game developer based in Cambridge, Massachusetts. The company was founded by Paul Neurath with Ned Lerner as Blue Sky Product ...
and
published Publishing is the activity of making information, literature, music, software and other content available to the public for sale or for free. Traditionally, the term refers to the creation and distribution of printed works, such as books, news ...
by
Origin Systems Origin Systems, Inc. was an American video game developer based in Austin, Texas. It was founded on March 3, 1983, by Richard Garriott and his brother Robert Garriott, Robert. Origin is best known for their groundbreaking work in multiple genres ...
.
Warren Spector Warren Evan Spector (born October 2, 1955) is an American role-playing and video game designer, director, writer, producer and production designer. He is known for creating immersive sim games, which give players a wide variety of choices in how ...
of Origin (who had worked on ''
Ultima VI ''Ultima VI: The False Prophet'', released by Origin Systems in 1990, is the sixth part in the role-playing video game series of '' Ultima''. It is the third and final game in the "Age of Enlightenment" trilogy. ''Ultima VI'' sees the player retu ...
'') also worked closely with Blue Sky to finalize the game - which eventually transitioned into Looking Glass and created ''System Shock'' and ''Thief''. Spector later joined
Ion Storm Ion Storm, L.P. was an American video game developer founded by video game industry veterans John Romero and Tom Hall, both formerly of id Software. Despite an impressive pedigree and high expectations, the company only produced one commercial ...
and founded its
Austin, Texas Austin is the capital city of the U.S. state of Texas, as well as the seat and largest city of Travis County, with portions extending into Hays and Williamson counties. Incorporated on December 27, 1839, it is the 11th-most-populous city ...
studio where they developed the ''Deus Ex'' series. Looking Glass Studios eventually closed down but developers from it launched their own studios - notably Ken Levine who had helped with ''Thief'' and ''System Shock 2'' left to form
Irrational Games Irrational Games (known as 2K Boston between 2007 and 2009) was an American video game developer founded in 1997 by three former employees of Looking Glass Studios: Ken Levine, Jonathan Chey, and Robert Fermier. Take-Two Interactive acquired t ...
and create the ''BioShock'' series (which has been described as a
spiritual sequel A spiritual successor (sometimes called a spiritual sequel) is a product or fictional work that is similar to, or directly inspired by, another previous work, but (unlike a traditional prequel or sequel) does not explicitly continue the product lin ...
to the ''System Shock'' games). Following the release of ''
BioShock Infinite ''BioShock Infinite'' is a first-person shooter video game developed by Irrational Games and published by 2K Games. The third installment in the BioShock (series), ''BioShock'' series, ''Infinite'' was released worldwide for the Microsoft Window ...
'', Levine significantly pared back Irrational Games to reform under a new name, Ghost Story Games, as to explore a new approach towards storytelling. However,
Jason Schreier Jason Schreier (born May 10, 1987) is a journalist and author who primarily covers the video game industry. He worked as a news reporter for ''Kotaku'' from 2011 to 2020 and was recognized for several investigative stories, particularly on the ...
observed that many of those that had worked on the ''BioShock'' series at Irrational or other related studios often ended up either at existing studios or created their own studios that made their own immersive sim take on ''BioShock'' and continued this lineage. Separately, Raphaël Colantonio had been part of the quality assurance team supporting Origin Systems for
Electronic Arts Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry and promoted the ...
(EA) in publishing games like ''System Shock'' in Europe. Colantonio left EA and eventually founded
Arkane Studios Arkane Studios SASU is a French video game developer based in Lyon. It was founded in 1999, and released its first game, ''Arx Fatalis'', in 2002. Besides the Lyon studio, Arkane Lyon, Arkane Studios operates Arkane Studios LLC ( trading as Ark ...
, desiring to make an immersive sim sequel to the ''Ultima Underworld'' series. EA denied them the use of the intellectual property and instead Arkane produced ''Arx Fatalis''. Later, Colantonio brought on Harvey Smith (a quality assurance tester for Origin for ''System Shock'' and one of the lead developers under Ion Storm for ''Deus Ex'') and they subsequently designed the ''Dishonored'' series as well as building the new ''Prey'' atop similar immersive sim fundamentals. More recently, Neurath founded a new studio, OtherSide Entertainment obtaining the rights for an ''Underworld'' sequel from EA and for the ''System Shock'' property through
Night Dive Studios Night Dive Studios, Inc. (doing business as Nightdive Studios) is an American video game developer based in Vancouver, Washington. The company was founded in November 2012 by Stephen and Alix Kick, former video game artists for Sony Online En ...
whom also had acquired the rights from EA. Neurath brought on Spector to help create both sequels. Many immersive sims that feature numeric passwords use the numeral "451" (or "0451") as part of the first code that the player encounters, such as in ''
BioShock ''BioShock'' is a 2007 first-person shooter, first-person shooter game developed by 2K Boston (later Irrational Games) and 2K Australia, and published by 2K Games. The first game in the BioShock (series), ''BioShock'' series, it was released f ...
'', '' Prey (2017)'' and ''
Deathloop ''Deathloop'' is a first-person shooter video game developed by Arkane Lyon and published by Bethesda Softworks. The game was released on 14 September 2021 for PlayStation 5 and Windows, and on 20 September 2022 for Xbox Series X/S. It receive ...
''. This is in reference to ''System Shock'' games which use it as part of the first door codes seen in the game - sometimes believed to be a reference to '' Fahrenheit 451'' but according to Spector, the code had been used on the door for Looking Glass's studios in Cambridge. Since then its recurrence in immersive sims as well as other games such as '' Call of Duty: Modern Warfare'' and ''
Firewatch ''Firewatch'' is an adventure game developed by Campo Santo (company), Campo Santo and published by the developer in partnership with Panic Inc., Panic. The game was released in February 2016 for Microsoft Windows, macOS, OS X, Linux, and Play ...
'' is described as "kind of a signature that developers use to align themselves with Looking Glass", according to former Looking Glass developer Tim Stellmach. The name Looking Glass is also played upon by developers of immersive sims to reflect on the importance of the seminal studio to the genre - for example: OtherSide Entertainment's name (playing on the title of Lewis Carroll's book '' Through the Looking-Glass'') and ''Prey'' having the Looking Glass computer system that the player encounters frequently.


References

{{Looking Glass Studios Video game genres