@BladerLBM I think we have similar ideas but to me realism is ONE form of immersion which is optional. You can still have an unrealistic game which is immersive if you establish a convincing and cohesive universe within unrealistic boundaries. Devil Daggers unrealistic but immersive, say.
You talk about immersion like it's something separate from gameplay. Immersion IS gameplay, the level of connectivity a player feels will influence the way they go about navigating your ruleset.
Your issue is with forced realism, which is in conflict with the ruleset.
@matthewgasiews1 Good point about RTS, althought I suspect those are influenced by a heavy dose of historical larp, just speaking from 4x experince. FPS are totally undermined by immersion as a value from the start, the desire for the games to on some level represent irl sensibilities
@BladerLBM But it doesn't serve the same function
- people naturally react differently to gun shots than they do to duck noises
- gun sounds give more indication of direction and distance, which lower pitch noises do not
These are real immersive gameplay differences, not just flavour
Immersion is just a way of improving player connectedness to the game so that each action carries more real emotional weight.
Gun sounds are a form of immersion that is essential to gameplay, for example. You couldn't just replace them with duck noises and have the same game.
The only field western developers take seriously in terms of game design is puzzle games
Everything else is undermined by prioritizing concepts like immersion or roleplay
@Kilian_1997_ parrying gameplay is uninteresting because it asks very little of the player outside of the timing check and the reason something like sekiro is enjoyable is in spite of the parrying and by the virtue of how good they are at framing it through sound, animation and spectacle
@BladerLBM Not sure if I disagree with shallow platforming accusation because the source engine introduces an incredibly deep set of physics mechanics for platforming that are still being discovered today, or if I agree because they never actually force you to use these mechanics in-game.
@iketheprez@MizzixMizzixera I even said I enjoyed Mania. I can appreciate or even embody positive perspectives on something I nevertheless think is "bad" on some level I've attempted to quantify here, because it's not personal to me. Enjoying something bad is not an indictment on my character, nor yours.
I enjoyed Mania but Sonic is a bad game at its core.
There's not enough screen space to react to obstacles and the obstacles stop you flat instead of slowing you down, which is too frustrating for a game that is meant to be about going fast.
No good level design is saving it.
As a level designer, I think people don't realise how easy this shit is to design and the science behind making mediocre players believe that they are actually playing something with any depth. Perfect level design for people who clap like seals to spectacle.
@ProperDeveloper Nevermind I see you considered that already. Still, even on dark flat backgrounds the character is slightly too light I think. Might be worth posting some alternative palettes to see what people think.
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