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They did a talk at GDC with those great designers:
- Warren Spector (Otherside Entertainment)
- Harvey Smith and Ricardo Bare (Arkane Studios)
- Tom Francis (Suspicious Developments), developer of Gunpoint and Heat Signature
- Steve Gaynor (Fullbright), lead designer of Minerva Den
Audio version here or directly on the article (with more quotes).
Some selected quotes below.
About why Immersive sims are important for gaming, and what they hope it bring to the medium.
Anecdotes from playing or designing immersive sims:
Challenges of designing immersive sims:
Where they want to go next:
Didn't see anything about it, close this thread with different methods if old.
- Warren Spector (Otherside Entertainment)
- Harvey Smith and Ricardo Bare (Arkane Studios)
- Tom Francis (Suspicious Developments), developer of Gunpoint and Heat Signature
- Steve Gaynor (Fullbright), lead designer of Minerva Den

Audio version here or directly on the article (with more quotes).
Some selected quotes below.
About why Immersive sims are important for gaming, and what they hope it bring to the medium.
Warren Spector: I have a firmly-held belief that to honor a medium, and for it to grow, you have to do what it does that no other media can do. When I look at what games can do that other media can't, I instantly go right to the immersive sim. That sort of real-time you are there, nothing stands between you and belief that you're in an alternate world, that is something that I guess LARPing gets a little close to, and D&D gets pretty darn close to, but we're the first mainstream medium that can actually do that. And the immersive sim is the perfect way to do it.
(...)
Steve: The interesting thing about this discussion is that there are a couple of us here, me and Tom, who really came to an understanding of immersive sims as fans first, and then got to actually do work in that space.
(...)
Harvey: I think that you guys have touched upon some of my favorite things about this sub-genre. It's that sense of presence, exploring a place that doesn't just feel like a series of puzzles someone's erected for you, but rather a coherent place that you can actually explore in the real sense of the word. And part of that is the pacing. Immersive sims often go very fast, and very loud, but generally only if you trigger the right sequence of actions. Otherwise they can be very slow-paced.
(...)
Tom: A lot of my friends who haven't clicked with these games feel obliged to play that way. Because they know they can, and it's morally better, and the game rewards it in some ways. They feel they can't play any other way. And I know some people don't enjoy playing that way, but just feel compelled to, because they feel like that's how you play these games, and if they screw up they feel like they've got to reload. Maybe there's a challenge there that we haven't solved yet in terms of persuading people to play in their own way and explore new playstyles.
(...)
Warren: Warren: It's funny, people ask me all the time: 'Do people go out and play extreme playstyles?' Most of the people I hear from play a kind of balanced style. They sneak when it feels right, they fight when it feels right. So I think most people play down the middle and we're talking about the outliers. But the thing that surprised me a lot, that's relevant here: when we were working on Deus Ex I thought players were going to just pick a playstyle and stick with it. 'I like fighting, so I'm going to fight my way through the game.'
Instead, very early on, I remember watching normal humans playing the game, I mean, well, gamers, but I remember watching them play, and they'd get to right on Liberty Island, an early choice point. We tried to reveal the choice points especially early on. They'd get to a choice point and two things would happen. First, they'd put the mouse down and push the keyboard away like 'Oh my god, I have to make a real choice!?' Because games had trained people not to make choices effectively. It's just, okay, kill everything that moves, or I get seen by nothing. And we were trying to do something different.
I would see that, and then the one that frustrated the hell out of me at first, I would watch people save their game at an obvious choice point, and then try something. And then go back to their save and try something different. And go back to their save and try something different. In one sense that's one of the strengths of the game, that they could try all those things. But then they would pick the one that they liked the best. That was not at all what I thought they were going to do, and it really bugged me for awhile. But then I realized, like you guys were saying, once it's their game, it's their game. As long as they're finding fun, who am I to say how they're playing the game? That's another one of the defining characteristics of an immersive sim. You don't judge the player. You don't tell the player how to play your game. It's their game.

Anecdotes from playing or designing immersive sims:
Harvey: (...) But those improvisational moments, as Ricardo says it's hard to train the players to play games like this, but once they do, especially if they'll play a second time If you go play System Shock or Far Cry 2 or Prey or Dishonored a second time, the intimidation of learning the systems and knowing the game space is gone, and you get back to that joy Steve Gaynor was talking about where you're playing at this point. You're improvising and experimenting and it's beautiful.
(...)
Steve: Something that's interesting about immersive sims is that oftentimes, like you're talking about, players will find exploits that are a legitimate combination of systemic interactions that the designers weren't expecting. I feel like the classic example is using wall mines to climb walls in Deus Ex.
Tom: It's funny how once you're immersed in these games, learning the rules and then using those rules becomes entirely what your brain is occupied with and you don't really care if it's realistic or makes sense. When you asked for anecdotes from playing immersive sims, the one that sprang to mind is one in Deus Ex where I had started to hack into a terminal that could open Gunther's cell on Liberty Island. As I hacked it I was looking through the camera that shows the view of the room I was in, I could see myself hacking the terminal, and a guard ran in. And guards aren't allowed to shoot you when you're using computers in Deus Ex.
[Warren puts his head in his hands and shakes it, moaning softly]
Tom: So I could see he's pointing his gun to my head, but can't fire, because I'm busy! I had to figure out, I was playing on Realistic where you just die in one shot from those guys at close range. I can't leave the terminal now because I'll die instantly, so I had to figure out a way, with just the tools I have now, to try to block this guy from shooting me. The turret couldn't shoot him. But I figured out if I open Gunther's door it'll nudge him a little bit around the corner so he no longer has line of site, so I can leave the computer and attack him.
Warren: I'm so proud.
Tom: And there was never a thought in my head that this was any way unrealistic or strange. I just thought, this is amazing!
(...)
Warren: The Deus Ex story that kills me, though. A year after we shipped, I was out in San Francisco at the Eidos offices, and our publisher-side QA lead, a guy named Charles Angel, was playing the game, demoing it for some executives. Now why Eidos executives needed a demo of a game that had shipped a year earlier that had won like 35 game of the year awards I will never understand. But they did. I'll probably never work again for having said that, but anyway.
I was watching him on Liberty Island, and there was a spot where a guard was standing on one side of a doorway, there were two or three guards on patrol on the other side of the doorway, and there were laser triggers covering the doorway. And so what he did was, he secretly was sneaking around, moving explosive barrels around and stuff. I was watching him, and I kind of knew what he was setting up. He crept back and got out the pistol, which was the weakest weapon in the game, and with one shot he took out the guard that was guarding the door, took out the laser triggers, and because he had waited for the right exact moment, took out the two guards on the other side of the door. With one shot. And I fell on the floor again. Because I'm completely certain that no human on the face of the earth had tried that before. No one on the team... Harvey, if you knew that was going to work, I'll buy you lunch next time I see you.

Challenges of designing immersive sims:
Steve: That is a really interesting question for the guys here who have worked on the big titles. I've worked on, basically, sequels to immersive sims. I worked on Bioshock 2 and Infinite, but I didn't work on the original Bioshock, and obviously that's kind of a continuation of System Shock 2. So I'm interested to know, when you are building a game that is based on this bedrock of multiple strata of systems, do you try to block in as much of the different player abilities and AI systems as you can as early as possible, or is it an ongoing glazing of 'what if we added this, what if we added this' over a long period of time.
Ricardo: There's a lot we could say there. Some of it is what you're saying, Steve. I think we try to get a 60 percent version of as much as possible in, as quickly as possible. Because part of the fun, of course, is not just the thing existing in isolation, but when it interacts with all the other systems. People have likened it, a little bit, to making a stew. Individual elements aren't that great, together they're okay, but they kind of have to live together in the pot for awhile so that you can begin identifying, like 'this one mechanic doesn't contribute very much. This other one, though, we should double down on.'
By the end, maybe we make 25 percent more than necessary, mechanics, that end up getting stripped out, and we focus on the ones that end up being really successful in the whole mix altogether.
(...)
Warren: Design documents are always right. [laughs] There was one point on Deus Ex where the documentation was 500 pages, but we're not going to talk about that. It was ridiculous. The final version was 270 pages that nobody read. Anyway, the interesting thing about making this kind of game is that you guys are all right, until those systems are online you don't even know what you have. Alpha is the point on a game like this where the game is complete and finishable and playable and sucks.
To make this all workthe money guys love this, while you're working on it the first two years or whatever it is, the game is not there, it's not there, it's not there, and everybody's going 'oh my god,' biting their fingernails down to the nub, because they're giving you all this money and they can't see the game yet. You have to go and say 'relax, it'll be okay, everything will come together.' And then you hope they'll give you enough time in alpha, at least this is my take on it, they give you enough time in alpha to make it right.
(...)
Harvey: (...) And I can tell you from experience, sometimes they don't give you the money to finish it, to get that final three months or whatever. But in almost all the best cases of these types of games, the ones we've worked on here and the ones that friends have worked on, Deus Ex, Dishonored, Bioshock, you hear these stories about how things almost came together at the end but then we got three more months or six more months and then we just started hitting it with the magic in place.
By contrast, you have developers who say 'on day one, you need a loop, and if that loop is fun, you just iterate it and your game will be fun. If your game is not fun on day one, your day will never be fun.'
Warren: I FIGHT THAT EVERY DAY!
(...)
Ricardo: What you're citing is one of the reasons I actually love being finished with the main game and getting the chance to work on DLC. You have that baseline there that you can build on top of, and it's so easy to add things.
(...)
Warren: You do need to be thinking about player improvisation early, though. We did build those proto-missions [on Deus Ex]. That's what I called them, I can't remember if anybody else did. We built that White House mission where everything was sort of hacked together, which didn't show how the game was going to play but showed the potential of it.
I can't really talk much about System Shock 3, but I will say that we're just beginning to prototype a bunch of stuff, and if you think about giving players the ability to improv early, you can start to see the fruits of that early.
We built one thing outI should not be talking about thiswhere there are a couple ways to get past a problem. But I found one that no one knew was going to work. Instead of taking five, six minutes to play through this space, I did it in 10. Ten seconds. It was pretty magical when I figured out something that no one on the team knew was going to work, even early. And we've got another system that I'm not going to talk about that we've started prototyping. And already we're starting to see people use it, family and friends testers, they're starting to do things with it that we had no idea would work. When you start seeing that, even early on, that's the magic of these games. It's what makes them different.
If everybody on the development team knows what every player is going to do, my advice to them is just go make a movie.

Where they want to go next:
Warren: Non-combat AI is an area where games in general really have some work to do. In the more linear cinematic games that we're not talking about today, I think there are some pretty amazing things going on. But in terms of characters who can react to you, whether they hate you or love you or are neutral towards you, we still have a lot of work to do on that front. I would say non-combat AI is one, and accessibility is another.
(...)
Ricardo: (Mark of the Ninja is) a 2D game, or sidescroller, but just the way that you play that game, it's clearly founded on similar principles. Just the open-ended nature of the game mechanics. They're super fun. Like Steve was saying, the Gone Home and Tacoma-like games, they're more stripped down than the giant triple-A action immersive sim. But they're an interesting offshoot. I look forward to seeing more things like that. Offshoots that come from that lineage.
Didn't see anything about it, close this thread with different methods if old.