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I don't know how other people define vidya immersion but to me it means forgetting I'm interacting with assets and scripts running in an engine and getting engrossed into the world on its own terms.

A big part of this for me is environment design and especially settlement design but I can't figure out where the line is because it's not just raw fidelity, for example:
>played Pokemon Scarlet on release
>the environments were fine but nothing special
>started playing Pokemon Gale of Darkness the other day
>realize I'm fully drawn into the world as if it was an anime
>makes Scarlet feel like Minecraft in comparison with how arbitrarily the assets feel placed into the world despite being simpler in every way

It's really bothering me because I hope to make a game myself one day and I can't figure out how to make environments I'd like myself, has anyone here figured out what draws you into a game world?
>>
artistic vision
there is an artistic vision on the left pic, that is to say, someone sat down and started from the idea, envisioned a town that he wanted to be unique and also makes sense in it's environment, there were probably multiple concepts and searches in the process, the result feels thought out, even if nonsensical on some details, there is a clear intention for the placement of water, trees, roads, and walls, there is an artistic choice in the shapes.
The right example looks like pretty assets dumped on a default, generated by software tools, terrain. There is little artistic vision to it, or as anons would call it, "soul"
>>
The shadows in Scarlet/Violet are disgustingly inconsistent
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>>745227321
>>745228089
These plus colors and textures. SV's textures are all muddy even if technically better resolution. It just looks like shit from the ground up. The towns are designed terribly too, not even the worst example.
>>
>realize I'm fully drawn into the world as if it was an anime
this but scarlet and violet on SW2
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>>745226813
I don't see how Colosseum/GoD feels like the anime. You teleport between different locations to what are essentially jrpg towns, which comprise of assets placed arbitrarily as you would describe. Purifying Pokemon is for the most part foreign also and just adds a level of tedium to the otherwise decent combat
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>>745229934
>I don't see how Colosseum/GoD feels like the anime
An anime, not the anime, and it's about how convincing the environments are not the gameplay
>>
>>745231917
I described how they weren't convincing
>>
>>745231917
the anime is an anime, yes
>>
>>745226813
Didn't you make this completely retarded thread showing off your lack of art and tech knowledge a few days ago?
>>
>>745232775
Trigun or FotNS are the only anime that come to mind featuring a desert wasteland that may have arbitrary unfinished fencing or random large wheels
>>
>>745231917
But that's your point. Immersion to you means you're able to successfully suspend your disbelief during gameplay. How do you do that if traversal in GoD means teleporting to the next diorama when S/V's traversal is see that town on the horizon, I can walk/run/fly to it in continuous motion. The latter is more immersive.
>>
>>745233330
Kinda like a book that can jump from location from location? I don't need a game to be Hardcore Henry or 1917 to find it immersive
>>
>>745234748
The claim was one was more immersive than the other, not whether or not you can find one immersive
>>
>>745233330
Traversal in SV is more akin to walking between areas in a shitty theme park honestly.
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>>745235169
>I don't know how other people define vidya immersion but to me it means
>>
>>745233330
The orre games show you riding between locations on your bike, which is fine. Gives you an explanation of your fast travel.
Not imagine if they forced you to wander through featureless landscapes where pokemon mindlessly wander back and forth, no habitats, no interactions between each other, to get to the next ugly town that's just a few copypasted prop buildings with no interiors built on gm_flatgrass with even uglier NPCs. That is SV. Even SwSh looks better. Hell SV has an explanation for fast travel too, they've got those bird carriages to fly you around, but they never show you use it unlike any other game in the series that would have an animation of you getting on and off your fly mon.
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>>745235325
Luckily it was defined in the OP, by OP and I used his definition and own words as a counterargument. If OP has a problem then he only has himself to blame
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>>745235178
That's essentially how >>745233330
described GoD
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>>745236173
Yeah but it's his subjective measure of immersion
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>>745226813
I don't have the pictures on hand but what you are describing is why I feel monster hunter world, rise and wilds have completely lost the plot when it comes to player immersion compared to previous MH titles like freedom unite, 3U, 4U and so on.
The hardware limitations that forced the developers to separate areas with loading screens actually helped make the world feel bigger than it was, you'd see a mountain in the distance from let's say area 2 on a map, only to find yourself at its summit in area 10, fighting a Tigrex or Blangonga or whatever.
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>>745238517
And? The argument has only been on his subjective measure of immersion. No other measures have been provided. OP disagrees with his own subjective measure when it was used to counterpoint the game he was biased against.
>>
>>745238645
I haven't played Rise but I can't agree with World. Capturing a monster then having it carry over and appear in the township in captivity and occasionally move added to the immersion. Reminded me of the observation balloon in the old games carrying across maps
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>>745238979
But according to his subjective measure he can find books or movies that jump from location to location immersive and "teleporting" doesn't break his disbelief and finds well designed environments more important
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>>745239894
>But according to his subjective measure he can find books or movies that jump from location to location immersive and "teleporting" doesn't break his disbelief
already covered >>745235169
>finds well designed environments more important
counterpoint by another anon was found >>745233004 which OP never responded to
We're back where we were before you started the meta conversation
>>
>>745239894
>>745240262
Of the examples provided one is a flat surface with arbitrary assets pasted in the background and the other is a mostly flat surface with some assets copied in the foreground. OP hasn't articulated properly why one is better than the other.
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>>745240681
>It's really bothering me because I hope to make a game myself one day and I can't figure out how to make environments I'd like myself
>>
>>745241059
So OP doesn't know, isn't going to explore the why. This was just his blog.
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>>745226813
>I don't know how other people define vidya immersion but to me it means not understanding that fiction is not reality
Damn
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>>745241384
>has anyone here figured out what draws you into a game world?
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>>745241384
The subtext of the thread is actually that he has a vision of how the Pokemon setting “should be” that is supported by colosseum and contradicted by SV so he can’t get invested in SV. People like the idea that the wilderness is harsh and dangerous and people DIE on their animal cockfighting adventures
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>>745226813
pic to on right are individual rock, tile and three assets glued onto the heightmap derived default unity terrain.
Left is low poly with no heightmap terrain, every poly is hand placed, with assets placed around.
>>
>>745240262
I genuinely don't see how that's relevant, immersion to him means well designed believable locations and "teleporting" doesn't break suspension of disbelief, that means badly designed locations that you can move through seamlessly aren't necessarily immersive at all because the seamlessness isn't adding anything immersion-wise to make up for the bad environments

I personally prefer "skipping" around the word to seeing all of it, devs can never flesh out open worlds to be interesting enough as what you can imagine

I also don't see how >>745233004 is relevant, "as if it was an anime" clearly refers to a hypothetical anime that would be based on the same material as the game itself
>>
i get immersed when playing marathon being surrounded by freaks 24/7 and having to pick up garbage off the ground like a jannie its just like real life
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>>745241459
What the fuck are you talking about
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>>745243336
You literally can't distinguish reality from when you're playing a video game lmao
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>>745241795
SV's world is just designed badly desu
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>>745226813
>I can't figure out how to make environments I'd like myself
Topics that may help:
1. Soul (sometimes spelled with a V in place of the U).
2. Lower poly count.
3. Earlier era game art: >>745168924.
4. The theory of the world having ended in 2012 (Maya calendar).
>Pokémon Scarlet (2022)
>Pokémon XD: Gale of Darkness (2005)
5. Liminal space.
https://archive.4plebs.org/x/search/subject/liminal%20space/page/2/
https://archive.4plebs.org/x/search/subject/liminal%20spaces/page/4/
https://archive.4plebs.org/x/search/text/%22liminal%20space%22/type/op/page/5/
https://archive.4plebs.org/x/search/text/%22liminal%20spaces%22/type/op/page/8/
>>
>>745244186
This didn't really clear up anything
>>
For me, immersion is almost always related to the level of focus the game demands.
Racing simulators make me super focused, for example. Then something curious happens: even a graphically more limited simulator, like rFactor 2, makes me feel MUCH more immersed than a visually more advanced game, like Gran Turismo 7.
>>
>>745240681
One is a location designed and modeled from the ground up around a certain vision and rendered with good colors and a great skybox, the other is a location cobbled together from generic assets you can place however you want anywhere else, rendered with dogshit colors and shadows and a terrible skybox that looks like it's 20 meters out on the ocean



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