Inconsistencies that affect immersion

Actually, there is a difference between believing that a game is real and being immersed in a game, if I may educate you.

Immersion according to the cambridge dictionary:

  1. “the fact of becoming completely involved in something”
  2. “the process of learning a language or skill by using nothing else but that language or skill”
  3. “the act of putting something or someone completely under the surface of a liquid”

As I don’t think 2. and 3. seem to apply here, let us focus on 1.

If OP actually becomes temporarily completely involved in the game, while playing and then an inconsistency breaks said involvement, resulting in him questioning the integrity of the whole, instead of continuing being completely involved, then yes, indeed the immersion is broken. To take things further, if indeed a game is “just a game” for you, actually you strictly distance yourself from the opportunity of being immersed in the first place. Which makes your statement correct, but only to those, which share your point of view.

Now that is some serious trolling :upside_down_face:

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On a serious note:
I think your input is very valuable!

Let’s not allow these trolls, that never have been immersed in a game in their whole life, ruin the quality of this one. :smiling_face:

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Point 1 - Why would you want to put something in a chest? I’m kidding, this isn’t Reddit.

Point 2 - This bugged me for a second as well until I realized two things. One, i was hoarding things. Two, it didn’t really matter. I would never destroy an important piece of gear nor an item I had only one of. The rest could be replaced. I’m not trying to tell you how you should feel about this mechanic. Just how I view it. The “wild” is precisely that. You lose the convenience of town. I can see how this is a pain but I think it should remain.

Point 3 - This is inconsistent, but in a good way. I killed all the enemies i could find in Nameless Pass but couldn’t figure out how progress so i ran all over the place searching for what i missed. If i was required to stop running every few seconds to regain stamina, it would have been very irritating. BUT you’re also stamina-bound when swimming and climbing so this isn’t completely a combat vs. exploration issue.

Point 5 - This makes perfect sense to me. With barrels and boxes, you aren’t passing through solid objects. You’re destroying them. You only need to experience this once before understanding how the game works and adjusting. Hopefully.

  • Chests storage: by design. Part of the re-playability of the game is re-rolling the map, loot and MOBs. You would lose anything you put in a chest. Obviously that would be bad

  • Chest sorting: it’s both early access and such a low priority

  • Dropping items: Frame rates and re-rolling maps

  • Stamina: mostly addressed already

  • geometry issues: it’s early access, but you should also not be able to clip through enemies.

  • Runes and gems: your choices have consequences and actually matter.

  • Trees: This is very common for these kinds of games for may reasons. You will simply have to learn the difference and the locations. Since the maps do not change their locations this should not be hard.

I know we all want what we want, but there are real limits in technology, resources and trade offs. These are games and require some flexibly from the players. Also this is not one of those total immersion games, it’s an ARPG/Souls like/RPG hybrid. Expecting a high level of “immersion” may be asking to much and end up disappointing the asker.

I agree with the technological limitations as an argument.

However, I fiercely disagree with you on the following:

Immersion was advertised in the game showcase/trailer. For me it is one of the most important reasons why I bought the game; the immersive elements. I stay away from ARPGs and Soulslikes and almost exclusively play CRPGs. They focus more on the story and immersion. Now, immersive elements are subjective and they differ from person to person. The listed inconsistencies don’t break my immersion, but other aspects do. BG3 for example was an immersive game, but it broke my immersion way too many times. Wicked has a lot of overlap with CRPGs in terms of being story driven, the writing and immersion is amazing with this game. That being said, I do agree with you on having too high expectations such as the listed ones.

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well not really, since u have no choices. yes u can chose between removing a rune or keeping the weapon, but you can not chose to remove a gem, or chose to keep the weapon but destroy the rune. you can also not chose which runes to keep when enchanting and runes are always slotted in the same slot for the weapons, so you can never chose to keep the A button rune for example. so right now there is only 1 choice.

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  • Chests storage: by design. Part of the re-playability of the game is re-rolling the map, loot and MOBs. You would lose anything you put in a chest. Obviously that would be bad

—Do a crucible run but don’t pick up any loot. Run through it again and you’ll see that the loot is still on the ground. But I can’t drop an item or put it in a chest to pick up later for reasons.

  • Chest sorting: it’s both early access and such a low priority

—My unedited OP mentions EA. Your low priority isn’t the same as mine. Much of the success you have in this game is RNG and build quality so it’s important to be able to go through dozens of items and pick what you want. Looking through 7 chests each with 40 unsorted items makes this - for me - not a low priority.

  • Dropping items: Frame rates and re-rolling maps

—See above

  • Stamina: mostly addressed already

—It’s addressed but it’s still inconsistent which is what my OP is discussing.

  • geometry issues: it’s early access, but you should also not be able to clip through enemies.

—My OP never requested clipping through anything. You’re making an argument using words I never made or insinuated. My issue is that you can be axe shoved against a wall, another enemy can rush up to you, and you are stuck with 2 enemies attacking simultaneously with nowhere to go. You should have used the tried and true, “get better” reply because that’s what I’ve done. I don’t let them trap me now - but it’s still goofy that an enemy has infinite gravity when I can be shoved around like a ragdoll.

  • Runes and gems: your choices have consequences and actually matter.

—Got it. The consequences should just make sense. Be consistent. Having a diamond somehow destroyed by removing a rune doesn’t make sense to me. I have alternate outcomes that make more sense.

  • Trees: This is very common for these kinds of games for may reasons. You will simply have to learn the difference and the locations. Since the maps do not change their locations this should not be hard.

—It’s also very common for games to suck for many reasons. I don’t think this game sucks. I’ve Already learned the locations. I’m just making my thoughts known for a game that’s in EA on the website that the developers published for that feedback. You’re nitpicking my nitpicking.

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Those genre’s have never been about high immersion. Disagree all you want it still was never a high immersion game. “Immersion was advertised in the game showcase/trailer”: Can you share a link to your claim?

  • Chests storage: by design. Part of the re-playability of the game is re-rolling the map, loot and MOBs. You would lose anything you put in a chest. Obviously that would be bad

—Do a crucible run but don’t pick up any loot. Run through it again and you’ll see that the loot is still on the ground. But I can’t drop an item or put it in a chest to pick up later for reasons.

— 1) Crucible runs are not always re-rolled, you have to cross some threshold. Additionally they are instanced and very small

  • Chest sorting: it’s both early access and such a low priority

—My unedited OP mentions EA. Your low priority isn’t the same as mine. Much of the success you have in this game is RNG and build quality so it’s important to be able to go through dozens of items and pick what you want. Looking through 7 chests each with 40 unsorted items makes this - for me - not a low priority.

— 2) sure, prioritize chest sorting over frame rate issues, bugs, more content, balancing etc. It is your opinion after all, but don’t expect a lot of support on that front.

  • Dropping items: Frame rates and re-rolling maps

—See above
— 3) ditto

  • Stamina: mostly addressed already

—It’s addressed but it’s still inconsistent which is what my OP is discussing.

---- 4) not really, it more what you want vs. the game design.

  • geometry issues: it’s early access, but you should also not be able to clip through enemies.

—My OP never requested clipping through anything. You’re making an argument using words I never made or insinuated. My issue is that you can be axe shoved against a wall, another enemy can rush up to you, and you are stuck with 2 enemies attacking simultaneously with nowhere to go. You should have used the tried and true, “get better” reply because that’s what I’ve done. I don’t let them trap me now - but it’s still goofy that an enemy has infinite gravity when I can be shoved around like a ragdoll.

— 5) than I guess I misunderstood. I knock enemies around all the time, even right off ledges not sure what that is in reference too. I never said “get good” because you never said “too hard.” Maybe don’t put words in my mouth?

  • Runes and gems: your choices have consequences and actually matter.

—Got it. The consequences should just make sense. Be consistent. Having a diamond somehow destroyed by removing a rune doesn’t make sense to me. I have alternate outcomes that make more sense.

— 6) I assume because you can’t destroy a diamond in the real world? IF that is the case it also doesn’t make sense to have magic. This is a game and it makes perfect sense from game system point of view. You don’t have to like it, but that’s not the same.

  • Trees: This is very common for these kinds of games for may reasons. You will simply have to learn the difference and the locations. Since the maps do not change their locations this should not be hard.

—It’s also very common for games to suck for many reasons. I don’t think this game sucks. I’ve Already learned the locations. I’m just making my thoughts known for a game that’s in EA on the website that the developers published for that feedback. You’re nitpicking my nitpicking.

— 7) “You’re nitpicking my nitpicking” - yes. It seemed fair.

I have said my peace.

It seems that you don’t understand/misunderstand my argument, I’ll try to explain it better so it is easier to understand for you.

Video games exist within various genres/types, and as such some games can have multiple genres/types. There are: ARPGs, First person RPGs, MMORPGs, Roguelikes, Sandbox RPGs, TRPGs, CRPGs and more. You can view each of these as a circle containing various elements such as: complex combat, story-driven, PvP, raids, skill trees etc. Within certain genres certain elements are more prominent. And there is also overlap between these genres. Think of it as circles that overlap with each other. The overlap are elements that both genres have and where there is no overlap they are different. Video games then have a certain amount of overlap with these various genres. Think of it as having different percentages of overlap.

Wicked is an ARPG mainly, however, you can not deny the overlap with Soulslikes (Combat), some elements of CRPGs (story-driven game) and in the future some elements from Simulators (Farming/Crafting/Decorating). Wicked has a lot of immersive elements to it, if you play the game you notice them yourself.

Where you are wrong is in not seeing the overlap between more immersive genres and Wicked. Yes, ARPGs and Soulslike do not focus on high levels of immersion. However, Wicked is a lot more than an ARPG and Soulslike due it having a high amount of immersive elements for an ARPG.

No, it takes you less than 5 seconds to use the internet and find this yourself, I am not going to do that for you. You can also look at the X posts and other developer interviews where they emphasize immersive elements.

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