Just wanted to get some input on creating immersion in a fantastical world. Part of the concept of immersion is allowing your user to feel like they are part of the world, so obviously "realism" is not always needed so much as cohesion. Is there an interplay of sacrificing realism but providing character control? What is your perception of "on-rails" games? We are creating a 2d mmo rpg and would like to nail down some of these concepts. Is there a "best" approach when it comes to mmo (networking and client gameplay)? We are currently looking at Unity but would like to be a little more unconventional in our approach
It's kind of how fantasy fiction works. It's immersive if there are laws of the nature of the place and generally if there is a power, there is also a weakness. It's also immersive if the main character seems more human with faults, etc, but is still likeable. I prefer rail games myself because they tend to have more character development, but I'm not sure it would work for an mmo. That's another thing that makes it immersive is character growth, and I don't mean more powerful, but learning more about himself and others.
Ah okay cool, it sounds like we are on the right track! The whole plot is actually based on the player finding out who they are as a character. Also, sound like plausibility of balance plays a huge part, which I hadn't thought of. Our project will not be on rails, that was more personal curiosity. Thank you!
Have you ever played Mist? If you haven't, I'll give a quick summary. It's a point and click game where you explored, initially before a free roam remastered edition, along set paths around an island and connected 'realms' trying to solve the mystery of just what happened on the island. You are initially very limited in where you can go but as you unravel the mystery more areas are unlocked. What I think made this game in particular is that while it was in an entirely fantasy and largely steampunk world with portals bridging realms, it was very immersive. This was probably because of the deep mystery that drew you in but also because even in the most fanciful parts there were things people could relate too are were familiar with whether from life or familiar sci-fi staples. My thought is that including just enough familiar things to act as anchors to help pull people into the game but then taking more freedom with it as people progress and come to accept what they encounter as being in-line with what they've encountered before. Build the plausible deniability factor up basically. Either way I suggest you check the game out. It might give some good inspiration.
Awesome, thanks for the info Tarvin I will definitely have to check out Mist! When you say Mist prevents you from going to certain areas, do you mean in the metroidvania sense that you will unlock tools that allow your to surpass barriers that you found previously in the world? Great info on having just enough stuff to anchor the user to reality and growing plausible deniability. I know of plausible deniability but I don't know exactly the best mechanics to strengthen it. Thanks!
The general mechanic of unlocking new areas in Mist is that not all areas have power needed to function. As you solve puzzles you send power to the new areas and they become accessible. As for the plausible deniability what I mean is that as people become more familiar with your game world they will accept what is already there. Then rather than just going into a surrealistic landscape all at once you'll slowly introduce them to it. Another way to do it would be to just go for a landscape or initial impression that goes for the awe approach rather than leading people into the world. Going for a sense of wonder and amazement at the start rather than introducing a little at a time.