ThePhotoshop on 5/7/2012 at 03:59
Hey TTLG,
Our magazine is running a feature on Warren Spector, Harvey Smith, Looking Glass and the immersive sim as a design philosophy. I'm coming up with ways to illustrate this article (for print) that utilise something a bit more interesting than screenshots of key games.
So what do you feel are the defining, iconic elements of all of the above? Looking at the Thief manual, the silhouette of Garrett sliding down a rope arrow on the side of the page is the kind of thing I'm after. Or, a picture of the Statue of Liberty, minus her head.
But what else could be done?
henke on 5/7/2012 at 08:28
You're making a print version of Sneaky Bastards? Cool. :D
I love this one. Captures how much dedication and work went into it, and at the same time it's kinda sad since it's been taken down because they're packing up and closing the studio.
Vivian on 5/7/2012 at 09:01
Tricky. How about a picture of a door? I mean, in a standard game, doors are literally just things that stop you getting somewhere, or stop something else from getting in. In (at least) Thief and Deus Ex, your relationship with doors is somewhat more involving. Doors are things you hide behind. They block sound and they block vision, meaning you stand a much better chance of being undetected by the AIs. Doors give you more than just safety, they give you privacy. Somewhere to check your gear, look at a map, listen until everyone else has gone away. To me, a lot of the immersive sim experience can be defined by this more flexible sense of gamespace, of hiding and being actually hunted for, and I think the actual simulation of doors (as distinct from just the modelling of them) is a large part of that. On the other hand, a picture of a door isn't particularly interesting to look at.
jay pettitt on 5/7/2012 at 09:21
Of those, the pic of a desk full of good 'ol PCs buried in clutter is the closest thing to an iconic image for me...
Muzman on 5/7/2012 at 10:34
These games are all about emergence and the interplay of a great deal of factors, to me anyway. When I think of what they have in common, aside from first person and high interactivity, it's player agency and the large web of factors/nodes/junctions that go into every unique moment.
How you translate that into design I don't know. Network diagram for the sci-fi stuff, actual webs for Thief maybe? Or pipes.
Dunno really (I've known for some time I would be shit at design)
N'Al on 5/7/2012 at 11:33
What Muz said.
+
Rabid fanbase that is unable to accept any deviation from the gameplay template set by games now 15 years old. ;)
thrawn_121 on 5/7/2012 at 12:04
Quote Posted by henke
You're making a print version of Sneaky Bastards? Cool. :D
ThePhotoshop is also (deputy?) editor of PCPowerplay, an Australian PC gaming mag.
On topic, Muzman's network diagram is good I think. Or if you're looking for iconic images
from any of the games, I'd suggest one of those light tower things from TDP or TMA, if you know what I mean? They were something unique to Thief in my eyes, something that drew together the steampunk and magic of the setting into one object.
Koki on 6/7/2012 at 05:30
How do you design immersion?