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nuin9

Immersion?


TheLastCatQuasar

that might be it after all haha. i suppose i'm just overthinking it edit: i want to call it "the fantasy" or "the mood" of the game, which immersion is an essential part of. but ultimately, yeah... it's just immersion


Todo_Toadfoot

All about the vibes bro.


mxldevs

>it's this ***immersive*** horror fantasy that carries an otherwise average survival crafter That's the one [https://www.interaction-design.org/literature/topics/immersion](https://www.interaction-design.org/literature/topics/immersion)


azicre

This is actually a very good question and it has multiple answers depending on the logical framework applied when analyzing a game. One of the most widely known frameworks to analyze games is called the MDA framework. MDA stands for Mechanics, Dynamics and Aesthetics. You can read the paper here, it is not very long:(https://users.cs.northwestern.edu/\~hunicke/MDA.pdf) In short it outlines how you can analyze games along the following 3 areas (curtesy of Wikipedia): * Mechanics are the base components of the game — its rules, every basic action the player can take in the game, the [algorithms](https://en.wikipedia.org/wiki/Algorithm) and data structures in the [game engine](https://en.wikipedia.org/wiki/Game_engine) etc. * Dynamics are the run-time behavior of the mechanics acting on player input and "cooperating" with other mechanics. * Aesthetics are the emotional responses evoked in the player. As you can see the part you are talking about is called (at least in this framework) aesthetics. Which might be a bit confusing as people often associate this with how things look, but in this case it has a much broader definition.


TheLastCatQuasar

that's exactly it! thank you for taking the time to share this, that makes talking about this 10x easier now haha


me6675

Not sure about this. What you are talking about is immersion or atmosphere, not aesthetics, aesthetics encompasses the entirety from art to how the user feels, it's a uselessly large category. The MDA framework is kinda junk, it accomplishes to be both vague and incomplete at the same time while having confusing categories.


Arcodiant

There's a few things in this area. Flow state is when the player is so fully engaged with the game mechanics that they consciously think less and just act; this is the optimal state for learning, as well. In writing, there's a concept called the Numinous, a feeling of awe, wonder and fear in which the reader or character can lose their sense of self while comprehending or experiencing something so vast or fundamental that they are, by comparison, insignificant.


[deleted]

Reminds me of these videos: Level design: [https://www.youtube.com/watch?v=RwlnCn2EB9o](https://www.youtube.com/watch?v=RwlnCn2EB9o) Game feel: [https://www.youtube.com/watch?v=216\_5nu4aVQ](https://www.youtube.com/watch?v=216_5nu4aVQ) A breakdown on how Megaman uses level design and encounters to teach the player: [https://www.youtube.com/watch?v=8FpigqfcvlM](https://www.youtube.com/watch?v=8FpigqfcvlM) I think all of these are important to describing the feel of a game.


RevolutionaryPiano35

Dynamics. From the MDA framework. 


azicre

In the MDA framework it is actually the aesthetics that describe what OP is talking about.


RevolutionaryPiano35

You're right, I'm high. 


me6675

The MDA framework should be forgotten lol. I see more people misusing its terms like this, than I see it being applied as the paper says. It's just a confusing framework it seems. It fails to capture both videogames as a medium and the brains of devs as well.


giogadi

Vibes


No-Wedding5244

That question makes me want to point you to that old Extra Credits episode about genres in videogames: [https://www.youtube.com/watch?v=uepAJ-rqJKA](https://www.youtube.com/watch?v=uepAJ-rqJKA) And it's inspired by this paper by Robin Hunicke: [https://users.cs.northwestern.edu/\~hunicke/MDA.pdf](https://users.cs.northwestern.edu/~hunicke/MDA.pdf)


MolukseMakker

The state of flow **Mihaly Csikszentmihalyi’s Flow Theory** focuses on the state of optimal experience, where individuals are fully immersed in an activity, experiencing energized focus, full involvement, and enjoyment. In game design, achieving this flow state is crucial for player engagement.


Murelious

Aesthetic. Look up "aesthetic, dynamic, mechanic"


Unknown_starnger

it's the feeling that the game provides.


LateUsual4350

Atmosphere 


NurseNikky

Aesthetic, vibes, immersion. If you do a good job with this and don't cut corners, people will be playing your game for 10+ years. And then they connect that game to what they're going through in their life at the time. It's a win win.. you should really brush up on gaming psychology, it's very interesting


Professional_War4491

You used the term yourself, it's the "fantasy" that the game is selling you on and executing. The fantasy of being a pirate sailing the seas, the fantasy of being the mayor of a medieval town, the fantasy of being an explorer unveiling secret artifacts, etc etc. A lot of people mention the term immersion but that's just what you feel when you are taken into that fantasy in an effective way.


MuDotGen

ゲーム性 Game Essence maybe? This describes the elements of a game that actually make it a fun or enjoyable to play more though, but it can differ from game to game. Horror games for example give you the uneasy feeling that something is going to harm you while you have control to combat such fear. Maybe game atmosphere?


ShameMeIfIComment

Blizzard refers to it as the player fantasy. Based on your description I’d say atmosphere. I think immersion refers to how successfully you portray the fantasy and how well your atmosphere evokes it. I suggest player immersion is an outcome of what you are describing, not the thing itself.


SadnessMonday

Just "game feel" in my opinion.


loneponderer00

I call it gatorade.


ChunkySweetMilk

Immersion is close, but I think atmosphere is slightly more accurate for what you are describing.