I'd love to hear more about your thesis, actually! Will it involve any empirical experiments? Or is it going to be a more theoretical discussion, where you bring together various authors to work toward some kind of answer?
pessouza
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No doubt, it really is a thorny subject! 😅
"Immersion" can be a dangerous word, especially in the TTRPG context. I often see it invoked as an excuse to shut down conversation at the table, or to keep certain rules deliberately vague, which tends to just breed frustration.
In videogames, though, what people usually mean by "immersion" is the sense of being present in a world and/or an event. Plenty of factors feed into it, but it stays deeply subjective, and that's probably why it ends up feeling like a synonym for "everything I happen to like." For me, less reliance on extradiegetic cues and less visible designer interference is enough to feel immersed. For you, it might take some other factor entirely, or none of the ones I just listed. For someone else, it could be something completely different. That's the magic of it. Even so, the more recent literature has been making a real effort to pin down the factors these experiences have in common.
There's already an ongoing discussion around an "ideal level of guidance." Too much, and players get bored because everything is obvious; too little, and they get frustrated because they're lost. Personally, I think the sweet spot is a balanced use of diegetic and non-diegetic guidance. But narrowing the research focus, for now, to diegetic means lets us look at something useful in both scenarios: games that want to rely on diegesis alone to orient the player, and games that lean on markers, minimaps, and the like. In that second group, the two actually can reinforce each other.
To me, immersion sits right alongside "realism" and "living, breathing world" as terms that get thrown around pretty loosely. I often catch people conflating immersion with flow, for instance. But, nonetheless, it still is a very interesting subject to delve into!
I gotta give Torque Arena a try one of these days! The game has a pretty good artwork, by the way 😄
How long is a Master's program over there? Here, it is something like 2 years. After it is published, I'd love to read it. It was a really good theme, this one you've picked.
Mine is about level design, actually. So, it's more of a video game subject xD. It aims to research if level designers and players evaluate environmental guidance cues the same way, and discuss about the results. The idea is to, based on its findings, discuss how the videogame environment can be used to guide players seamlessly, improving player's immersion without the use of intrusive guidance systems (like those '?'/'!' marks you see everywhere, or those illuminated trails/arrows that lead you somewhere).
Despite it being videogame related, the theme of immersion itself is something that i love to read more about. I've stumbled into Fantasy World in my search for a more fluid TTRPG gameplay experience 😂. Something not rules-heavy, but also not rules-free, to the point of causing disorientation on where to proceed in more complex situations.
Speaking of Fantasy World, I'd also love to know more about its development process! When/how did you guys decided to create it; if you guys still play using it; what would you guys change in a 2nd edition, etc.
Awww, so sad to hear this 😭
Anyway, I wish you guys the best! I Gave the SRD a chance and it was truly something unique that you guys managed to craft. It deserved WAAY more attention.
Only complaint, though, is that when I search for "Fantasy World RPG" in google, it shows me results for EVERYTHIIIING fantasy-related 😂
Hope to hear more about you guys soon. Keep up the good work and best o luck with your master thesis! I'm currently doing mine, in games aswell 😅
Wasn't expecting to spend THAT MUCH time playing a game in this game. You managed to make me play this for, like 1:30 hours straight. Loved the RPG aspect of the game. I'd suggest a checkpoint system, so, if you die in the second level, you'd be able to keep your progress from the 1st.
Nice job! It was, by far, the game I played the most in this jam, ahahah
Nice concept and implementation! Personally, I'd improve some things, though:
- I'd improve the readability of the tiles, making more clear what tile is dangerous and what is not
- When the character shrinks, I'd recommend you guys to not zoom that much on it, show more of the environment. When the player has a grasp on what is around them, they can make more informed decisions, avoiding subsequent frustations of getting into a dangerous tile without noticing
- Speaking of tiles, I was able to walk through some that were supposed to work as the level's boundaries, the black ones. Being able to go from one level to another I wasn't supposed to go.
That's all! Congratulations on the submission, guys! Hope to hear more of you in other jams!
Loved the game! Such a cute little fella! I saw that people had already commented about the issues I've noticed during gameplay, but I'll point them out anyways: I'd suggest a rework in the poisonous plant, or at least a replacement of it. Felt that many of my runs ended in that first poisonous plant. Other than that, another thing I'd point out is that you should put some kind of way for us to see when our charged jump is about to reach it's limits, like a meter, or something like that!
I've spent a good time playing this game, and it talks a lot about its quality! Good work you guys!
Good level progression and puzzle design! A problem that kept happening to me - and even costed me a game - was that, sometimes, i was locked from moving into some avaiable directions and had to press W-A-S-D randomly until the game accepted a valid input. Usually, I'd just move in a invalid direction, such as a border, and the game would go back to normal, but, in the puzzle with the invisible things, the game forced me to move into a direction I knew had a trap.
Cool game! Got the Fromsoftware inspiration and it also reminded me of flash megaman games you'd find in the internet back in the day! I think I'd only work more in the responsivity of the game, to give a sense of impact (such as a screen shaking effect or some particles, slight pushing, etc.) and visual feedback to some attacks, for the character and for the enemies aswell.
This game hooked me from the beginning to the end! Fun, Simple, Theme-fitting. I have a question, though. Why isn't the Cursor Warmth already enabled by default? Wouldn't it be more intuitive? I lost the couple first tries because I wasn't able to gather stem cells in time to buy the Cursor Warmth. The little black square got me first, hahaha!
I hope more people check and play your game! It is really that good.
