Rafael Kolantonio: Skyrim – Immersive Sim. Baldur’s Gate III partly
Rafael Kolantonio (Raphael Colantonio), founder Arkane And now the president of the studio Wolfeye, I attached a hand to many projects of the Immersive Sim genre. So to whom, no matter how he knows the main characteristics of the direction? In an interview with the PC Gamer portal, the Game designer voiced an entertaining thought: The Elder Scrolls V: Skyrim-also “immovable SIM”.
Moreover, Skyrim not only belongs to Immersive SIM, but is also the most popular and famous genre game, I’m sure Kolantonio.
If you think, games Bethesda or Obsidian Very, very suitable for the Immersive Sim genre. RPG with a first -person view and Immersive SIM are good on each other, the border between them is quite blurred. I would say that the physical properties of objects are less reflected in their projects than in the titles Arkane. But they rely strongly on the characteristics and, as a result, still rely on the simulation. For example, putting a bucket on his head to inflate it is very in the spirit of Immersive Sim.
Rafael Kolantonio
Also, the game designer caught the aroma of Immersive SIM in Baldur’s Gate III . Recall that in it users can kill a thick boss with an explosion of dozens of barrels with gunpowder or rob a bank, climbing a tower from wooden boxes to make an accurate shot.
As for me, Baldur’s Gate can be attributed to the genre adjacent to Immersive Sim. Unless, of course, step -by -step still makes sense for the "immersion of Sima". By Baldur’s Gate It can be seen in which direction the developers dug. By the way, I really liked her. Awesome game.
Rafael Kolantonio
According to the head Wolfeye, Over time, Immersive SIM frames, like other genres, have expanded. Like, now the studios are able to make immersive SIM with an emphasis on the action or role -playing component. “I don’t want to speak for Bethesda, But I will be surprised if they say that their titles have nothing to do with the genre. After all, their work is seriously relying on the simulation ", – the specialist emphasized.
Recall recently Rafael Kolantonio presented his next game. It has no name yet, but it is already known that it will be an action-RPG with a first-person view. In terms of mechanic and gameplay, it will be closer to Dishonored, Fallout and projects Obsidian.
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The Elder Scrolls V: Skyrim
Baldur’s Gate III
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You know, thoughts are also a kind of immersion sim.
Immersive SIM is not about “entertain yourself”, such a macar and GTA can be tied to the genre T.To. This is literally a key feature of the series. In Skyrim, when performing quests, almost all of them involve straightforward as a passage stick, a levela design there is also extremely linear, one input, one way out, pumping, and there is a globally does not fundamentally change passage, does not open some new options for interaction with the game, and so on. Unlike Baldur’s Gate, about which literally the entire Internet is overwhelmed by how variable passage is there and how much the game does not limit you in interaction with the game world.
Doubt, given that immersive is not only about entertain yourself, but also about variability in the passage of quests. And in this regard, Skyrim is very sad for everything.
If I correctly understood the abstracts of Calantonio, by the examples that he gives as a reinforcement of his position, we are talking about freedom of choice of actions and methods granted to the player by developers through mechanics and the principles of the simulation of the world, AI, AI, Physics and other features of the game, even in some cases, bugofic (for example, a bucket on the head in Skyrim, like features due to the features of the detection system, but on fact this Also, in a sense, a bug of AI, which does not respond to a sharp change in the character of the character’s visibility and/or conflict with certain objects). It is right that modern technologies and the accumulated experience of gamedes make it possible to expand the framework of the permitted for players, combining this with the usual genres, but this does not mean that the boundaries of the Immersive SIM genre are blurred – this means that the genre itself has exhausted itself as isolated something, and its ideas have found its use in other projects, where the developers took the basis for the basis The principle by which the player should be able to show ingenuity and use the game environment in his favor, and the environment itself is not an initially screenshole puzzle, not some simulation with its “game” rules.
And yes, from this point of view, https://bevegascasino.co.uk/ quite a lot of games have a lot in common with Immersive SIM, but there is no point in hanging such labels, the binding to the Immersive SIM genre was clearly superfluous. Apparently, he, as a connoisseur and developer of games with a similar “shortcut”, decided to put it on, say “you see what influence on the industry”, but in fact everything rests on the laziness of the developers, the possibility of specific engines and the final implementation of individual elements or whole intra -game systems. And these very “systems” do not always make sense, the same physicist in Starfield, which allows you to fill the cabin of the ship with potatoes, or collect a giant domino from Sentwitches and boxes in the spirit of flooding vidosiki on the yutyub, on paper allow incredible things, but the stupid AI and the restrictions imposed on the player’s restrictions on such a complex physical model. At the same time, the icortionality of combat builds in cyberpanca, which allows you to combine close and distant battle, hacker, throwing weapons and stealth, create a potentially unlimited number of options to clean the next alumina of local gopniks or passing like a linear plot mission. But in one passage, you are chopped with a katana, and in the other enemies one by one make suicide or burn alive due to the skill of hacking. And who are more of them more Immersive SIM in this case? And how much percent?
In short, the topic for discussion is rich, but my opinions on this topic are two.
1) Immersive SIM as a separate genre ceased to make sense, and its ideas were blurred in the bowels of other genres, becoming an optional feature for those games and those game studios where the player wants to be put in first place;
2) the presence of such “freedom”, with good implementation, perhaps correlates with commercial success and/or high user ratings, because players love when the game does not hold them for idiots, but gives the opportunity to create some game, share it in social networks and encourage others to create game, and then on the chain of funny stories and stories about game situations plays at the hand. popular, which sometimes smoothly flows into financial success. At least such games often gain a cult status.
P.S.: for admins of the site I want to highlight that in the desktop version of the site I can’t edit the “upper part” of my long comment, which does not fit into the screen – I “unscrew” me to the “Send” and “Cancel” buttons. I don’t know where you can leave the bugords here, but suddenly someone sees.
Yes, here, in principle, it is not clear why Immersive SIM is taken to a separate genre, when it is more likely philosophy, an approach to a game design.
In the Dark Messiah, too, there is also not much variability in quests. There is essentially only two choices closer to the end of the game.
I really took place once, but just a couple of years ago.
There are tiny elements of impersivate by the type of study of “outpost”, stealth of elements and their instruments, but of course the game itself is not a greater extent.
I don’t understand why everything is so maximizing the meaning of the meaning of Sim and the words of Kolantonio in relation to these projects. Kolantonio only said that some of the Imersivas are alive and hello, even in such large projects, somewhere more, somewhere less, present in one or another part of the game. Given the state of impersivates in the AAA industry, he rather wanted to note for players and large uncles in the publishing house that Imersive did not disappear, there were always and what influence on the rest of the projects
I’ll just leave it here ..
Just, or is it advertising integration allocated in the comments on the entered suitcases? (Doubtfulfry.jpg)
The third is not even ironic.
Shocks are not their best representatives, take a series of Deus Ex and Dishonored, where you have a bunch of different ways to achieve goals, and the world will react to these paths very vividly. In addition, depending on your gameplay, you may have a different ending, the world reacts to your actions. In Skyrim, the whole reaction is a replica of the guards, and I am so silent about the main plot, there is no fork at all, with Alduin you can’t agree on, or generally standing to its side, as Mirak did, for example, Mirac.
A little dumb. The variety of selection of methods and actions in Skyrim is very limited, even with the abuse of the features of the game systems. Such a variety is rather a good role -playing part and that in Skyrim is developed very mediocre. And an immersion simulator is a variety of approaches and complexity of a mechanic that allows you to go through the game completely different ways, as well as a living world that reacts to the player’s actions. There would be immersion in Skyrim if the world changed depending on the action or inaction of the player, but this is not enough there. There would be immersion in Skyrim if the set of actions was not limited to the actions of “killing a stick/arrow/spell/from Stlax”, but had options for “agree”, “wound up unnoticed”, “use a cunning spell and just fly by/pass in the stopped time”, and t. ”.D.
And a lot of variability in all sorts of "shocks"?
Skyrim at least has a working stealth. And if you play for the elf, then it will be possible to peacefully pass “diplomatic integrity” at all by scoring on stealth.
Then it turns out that almost any survival is immersive SIM?
In the same minecraft, you can use fiery, set fire to for example a house, and then it will rain and it will go out. Set fire to a mob, he will plunge into the water and also stop burning. Or will stand under a tree in the day, which can be broken, which is why the mob will again begin to burn. Fishing rod can be used as intended for fishing, or you can attract mobs to yourself. Again, you can place a mob in a trolley, build rails under it and pushing it into an open space. Water has the property of flowing than provokes the movement of objects in it. If you build a large pit under the spaver and let water, mosses will flow out and fall, getting damage. Or an automatic farm in this way to build. And so the double bottom has almost any mechanics in the game. It turns out the same systematicity. “There are a bunch of simple mechanics who make one one and work on their own, and the interaction between which can lead to the results that are not planned by the developers that correspond to the logic of the world and are reproduced”
What is not Imm? But at the same time, the minecraft we do not call Imersiv Sim. I really don’t understand the edge
I’m talking about the plot and did not talk. The approach is mainly a quest, that in the side, that in a free study there is the same, it does not change throughout the game, the game practically does not provide space and instruments for some kind of improvisation.
Well, approximately the same how to distinguish in separate genres of metroids, Seolslaiki, Rowheliki. Somewhere it helps to describe the game briefly, but capacious, but somewhere just marketing.
In any good game there is interactivity, different scenarios and so on – if this is not in the game, then it is just bad
This is a type of collision with visual novels and other quests?
Yes, I already realized that I did not fully express my thought 🙂
I can google wikipedia myself, you don’t get off the topic. What is there with the "official list of game genres"-?
Okay, and some Watch Dogs 2-Imersive Sim? Without trolling, I am really interesting to understand the boundaries of the genre