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Gamasutra - Opinion: Why Immersion Shouldn't Be The 'Holy Grail'

[Immersive realism may be the "Holy Grail" of game development, but should it be? In this column, author and designer Lewis Pulsipher argues that most players don't want "role-fulfillment," in support of the idea that strong mechanics -- and even player design awareness -- is a more suitable goal.]
"I think a video game is all about articulating a dream." Mark Meadows, as quoted in Virtual Apprentice Computer Game Designer (p. 7)
"Immersive": "generating a three-dimensional image which appears to surround the user” Webster's New Millennium Dictionary of English (second definition)
"Grail": 1. A cup or plate that, according to medieval legend, was used by Jesus at the Last Supper and that later became the object of many chivalrous quests. Also called Holy Grail.
2. often The object of a prolonged endeavor. (The American Heritage® Dictionary of the English Language, Fourth Edition)
Some well-known game industry professionals, especially those interested in establishing video games as "Art" (with a capital "A"), believe that the goal of game-making is to produce a game so immersive, so "real", that it becomes an equivalent to the Star Trek holodeck or the world ofThe Matrix -- a detailed simulation of reality.
via Gamasutra - Opinion: Why Immersion Shouldn't Be The 'Holy Grail'.


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