User:Brandished/Sandbox 4: Difference between revisions
Brandished (talk | contribs) m (more later...) |
Brandished (talk | contribs) No edit summary |
||
Line 1: | Line 1: | ||
== Immersion == | == Immersion and Realistic Environments == | ||
The idea of immersion is trying to trick the player into believing they are in the game's "fantasy" world by trying to include everything you can they might expect to find there. The colors, textures, lighting, scale, sounds, and architecture are all important. | |||
On the contrary, you want to avoid players seeing something that is totally out of place for a given environment. A good analogy might be watching a big budget movie drama about the height of the ancient Roman Empire and halfway through an important battle a Chinese food delivery guy drives through the middle of the fight to drop off a order. you want to make sure the worlds details don't come into sharp contrast each other, otherwise you start to lose the realism of the environment. | |||
The environment isn't the only factor to look out for. You will also want compare the art assets in the level against the player models, HUD and weapon elements for the game as well. | |||
== See Also == | |||
* [http://designersnotebook.com/Columns/063_Postmodernism/063_postmodernism.htm Postmodernism and the Three Types of Immersion] |
Revision as of 12:56, 18 February 2009
Immersion and Realistic Environments
The idea of immersion is trying to trick the player into believing they are in the game's "fantasy" world by trying to include everything you can they might expect to find there. The colors, textures, lighting, scale, sounds, and architecture are all important.
On the contrary, you want to avoid players seeing something that is totally out of place for a given environment. A good analogy might be watching a big budget movie drama about the height of the ancient Roman Empire and halfway through an important battle a Chinese food delivery guy drives through the middle of the fight to drop off a order. you want to make sure the worlds details don't come into sharp contrast each other, otherwise you start to lose the realism of the environment.
The environment isn't the only factor to look out for. You will also want compare the art assets in the level against the player models, HUD and weapon elements for the game as well.