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Let's remember that Warren Spector originally coined the term "immersive sim" to refer to ANY GAME that (1) uses complex interlocking game mechanics to create (2) a believable and immersive world, in turn (3) allowing for a high level of player expression. This was an attempt at distinguishing Ultima 6 and 7 and Ultima Underworld from the more "game-y" RPGs of the time, like the Wizardry series.
The term "immersive sim" was never meant to be a strict genre definition, but a term to describe an underlying design philosophy which could be applied to ANY type of game. Which is why we call both the Thief games and the System Shock games "immersive sims", in spite of their very obvious design differences. This just goes to show that, if you only apply the "immersive sim" tag to any game that's 1-to-1 EXACTLY like System Shock 2, you're applying an arbitrary level of creative limitation to a set of games that tries to achieve the exact opposite.
Anyways, here are some additional games that might be of interest to you folks (though some of them are kinda bottom of the barrel):
Deathloop - Had some negativity surrounding it, but still a good game I'd say
Filcher - Haven't played this one, but it seems to be a deliberate Thief homage
Ultima Underworld 1+2 - Basically just like the original System Shock, but in a fantasy scenario (available on GOG)
The later Ultima games in general, such as Ultima 7 (also available on GOG)
Underworld Ascendant - A 'spiritual descendant' of Ultima Underworld that was sadly left in a buggy and unfinished state, only worth a look at a significant discount
Mechajammer - seems to be a bit of a hit-and-miss game, but most people agree it has some imsim spirit
And here are some games to look out for in the future:
Fortune's Run
Judas
Core Decay
Neverlooted Dungeon
Retrospace
Peripeteia
I think Butcher was the one who said that immersive sims were first person shooters.
I decided to delete my post after re-reading it because on reflection I'm starting to agree it's a bit limiting as a genre and makes more sense as a design philosophy.
Yeppity. I think Spector once described them as a game that threw a litany of problems at you all with multiple solutions, and perhaps sometimes solutions the devs didn't even envisage. I certainly found that to be true in the original Deus Ex.
But Full Loot PVP unwittingly came upon another interesting aspect of the whole discussion, which is that, with advances in technology, many current games are way beyond what would have been sufficient to call them "immersive sims" back in the day. Keep in mind that Ultima (Underworld) went up against games like Wizardry, which didn't even have monsters autonomously walking around the game world. Those games would simply have a pre-programmed probability to spawn certain enemies when the player moved to a specific tile. Likewise, you'd find these monsters in dungeon environments which simply weren't built with the necessities of living in mind (Where do these monsters get their food? Where do they sleep?)
In games like the aforementioned Witcher 3, you do get monsters roaming around and you do get dungeons that make some amount of sense for creatures living there. So what is it that makes The Witcher NOT an immersive sim? I'd say the reason for this lies more with the underlying mechanics of the game and how these influence the options players have to solve problems. To give one example, in Ultima Underworld, if you came upon a locked door, you could either go find the corresponding key, lockpick the door or break it down. In The Witcher 3, you can only open locked doors with the corresponding key (please correct me if I'm wrong, it's been a while), and I believe there are even locked doors which don't even have corresponding keys because you're not "supposed" to get through them (unless you're working within strictly defined quests which allow you to open that door).
So while many modern games have learned from imsim design philosophy in some areas, there are still areas where they limit player expression when a real imsim would give you the gameplay mechanics you need to find creative solutions to problems - much like the Spector quote ReamedBySteam has brought up.
https://store.steampowered.com/app/2380550/CONSORTIUM_Remastered/
https://store.steampowered.com/app/626250/Consortium_THE_TOWER/
Cool read, i recommend it.
Key point from your read:
First point is somewhat understandable, you play as a 1 dude, fine.
Second point is rather unclear, in particular to sandboxes like Crusader Kings or Mount&Blade where you do control one character and have rather big player agency.
Third point is outright laughable, a lot of well known "immersive sims" don't actually have any sort of simulation of the living world. On the other side, there is The Elder Scrolls with NPCs having their daily routines, going to sleep home at night. Yet The Elder Scrolls is not immersive sim somehow! There is Mount&Blade with world living around you, lords betraying their kingdoms, grabbing new lands and fighting eachother, never mentioned to be immersive sim. And finally Crusader Kings, which simulates a lot of things around the world at once, rather complex simulation which is... Not an immersive sim again?
I rate this read 7.8, too much water. And rather little substance of questionable quality.
Moving an ASCII character around from a god's-eye perspective would be the least immersive way to play.
https://store.steampowered.com/app/312230/Spirits_of_Xanadu/
Also from NightDive Studio. I would definitely call this System Shock lite (and maybe not exactly "immersive" in the ways that SS is). It's a game that does exactly zero handholding, and offers a spooky, convincing environment that asks you to puzzle everything out for itself. It doesn't quite have the scope of SS, but I think it's worth playing all the same.