Instalar o Steam
Iniciar sessão
|
Idioma
简体中文 (Chinês Simplificado)
繁體中文 (Chinês Tradicional)
日本語 (Japonês)
한국어 (Coreano)
ไทย (Tailandês)
Български (Búlgaro)
Čeština (Checo)
Dansk (Dinamarquês)
Deutsch (Alemão)
English (Inglês)
Español-España (Espanhol de Espanha)
Español-Latinoamérica (Espanhol da América Latina)
Ελληνικά (Grego)
Français (Francês)
Italiano (Italiano)
Bahasa Indonesia (Indonésio)
Magyar (Húngaro)
Nederlands (Holandês)
Norsk (Norueguês)
Polski (Polaco)
Português (Brasil)
Română (Romeno)
Русский (Russo)
Suomi (Finlandês)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Relatar problema de tradução
Of course this isnt an immersive sim, first person camera is essential. This is classified more like an action rpg.
When you read a bit more about the genre however, including what Spector himself has said, it is not reliant upon the perspective but rather concerns the ability for the various systems programmed into the game to interact to provide the player a greater latitude in solving problems.
Dude does talk about seeking not to remind players they're playing a game but in relation to 'gamey' systems and design. From a Glixel interview in 2017:
"It's not scripted – we're using rules and physics and AI to remove the barriers to belief, so that players are not constantly being reminded that they're playing a game." ... "What that does is it allows players to solve problems the way they want to, as opposed to just trying to read the mind of the designer, and figure out the one thing that he or she wants you to do,"
He also talks about a couple of situations in Ultima VI, an isometric game which the article says Spector regards to be the first Immersive Sim:
"There was a moment when we were working on Ultima VI that I'll never forget," says Spector. "I was watching testers play this area where your path is blocked by a portcullis, and you had to flip a lever to raise the portcullis and advance. The tester didn't have the telekinesis spell that you needed in order to flip the lever, and I thought he was doomed. But one of the members of his party was a talking mouse, and since the portcullis was a simulation, the mouse could actually wriggle through it and flip the lever. And I just fell on the floor. No one else in the world had ever done that! You weren't supposed to be able to do that! And I thought to myself, ‘That, that is what I'm doing for a living from now on. I'm going to make things like that happen.' That's the immersive sim right there – all because of an accident."
hey are you sure? from the games store page here on steam:
Immersive Sim: Weird West supports different styles of play in a simulated sandbox world where characters, factions, and even places react to a player's decisions.
we got him ladies and gentlemen, we got him :)
That said, what does that have to do with the above post? They didn't mention Dishonored's description at all. You just seem to be grasping at straws here.
He mentioned steam description and my point was they arent always accurate. The description mentions immersive sim as a feature, it doesnt say its an immersive sim.
Regardless, Immersive sim is a collective genre, meaning it needs to have certain mechanics in place to be called an immersive sim. Deus Ex is the perfect example for the amount of weightage each sub genre should have. Raphael is calling this a game with immersive sim elements, thats what it is. First person is an important part of the "Immersion" in the "Immersive sim", both literally and conceptually.
Immersive sims by definition allow for multiple approaches, and typically incorporate elements of multiple genres, including role-playing games, stealth, first-person shooters, platform games and survival horror.
that's it nothing it says it needs to be first person. good luck with your first person view platform games .
It should be noted that
not all of these characteristics are necessarily required for games to fall into this category
Immersion in an elaborate and believable game world.
Simulation: physics and AI are used to create believable behavior in objects and characters which the player can freely interact with, resulting in 'emergent gameplay'.
First-person perspective so as to truly look through the eyes of the protagonist.
Game design that allows for multiple paths and/or multiple solutions in every situation.
A systemic game world that keeps track of the player's actions, which can affect the "whole" game.
Open-ended/non-linear game design with an emphasis on choice and consequence.
Full control over the player's character in every situation.
A world with consistent rules that the player can interact with.
Narrative that is not always forced on the player, but instead can be told through exploration and gameplay at that players will.
No fail states, beyond player death.
source https://www.giantbomb.com/immersive-sim/3015-5700/ .
"you are there, nothing stands between you and belief that you're in an alternate world"
According to this, if isometry does not prevent a person from feeling himself in the world of the game, then for him it is an immersive sim, and if it interferes, then it is just a game with a variety of gameplay mechanics.
For some people it is, yes. But not all people. I, for example, have zero issues getting immersed in a game that's not first person. The perspective has nothing to do with my immersion in a game. Others are the same way, because people are different. That's why first person is not a *requirement* for a game to be immersive or an "immersive sim" like the OP claims.
Stop believing what you see and see what you believe.