Sorry for the late reply, but RL is taking a toll lately, and I was also prepping up this announcement ๐
The Torque Arena artwork is by Alexandra Shilehart.
Master duration varies, but it is usually 3-4 semesters... on paper ๐ But most of it is behind me now, and with next semester I hope to be done with the thesis too.
Uh, your topic is very interesting too! And... quite thorny and complex ๐ฌ
In my experience, "immersion" is one of those tricky words that can mean nothing and everything depending on how you look at them. Too often "immersion" and "realism" are used to mean "all the things I personally like" without really taking a hard look at 1) what we mean by that, and 2) whether is really is as valuable/positive as we assume.
What is a "better" play experience? One where I am seamlessly immersed but have no clue how to progress? Or one where a well-placed marker keeps me going? And on the flip side, what breaks the immersion more? Being frustrated and rage-quitting, or a helpful non-diegetic marker that keeps me in the flow?
All very interesting and non-obvious qustions! Especially when looked through the lense of level-design as a for of designer-to-player communication. Very cool! Pleae be sure to let me know when you publish something! ๐
About Fantasy World... if you don't mind I would love to answer to all your questions over at the UnPlayable Hub ๐