Credit to @faraday for making me think of this. Immersion as a subject is something I've had a lot of difficulty putting a finger on, because it seems to mean very different things to different individuals, and it can be hard to even describe why something feels immersive to the point it is impossible for a game owner that isn't into that stuff to know what anyone is talking about.
Now people can talk about individual features they found immersive or what they like, but that still leaves a dev just picking from a really wide scattershot of confusing things and asking, 'why on earth do people love this IC messenger thing that is basically functionally identical to @mail' and even the people that like it can have a difficult time articulating why. I think it's worthwhile to take a shot at that, because it lets owners put in easy to implement tools that aren't disruptive to their own design philosophy and are nowhere near as manpower intensive as things that would need them to radically alter their games from things they do like.
So I've noticed people have really different comfort levels in RP areas that come up all the time on here, but aren't usually articulated as the actual issues. This is stuff that I think causes a lot of fights when people are really different in what they like. I'll start with one, ambiguity.
Ambiguity: People vary wildly in how much of a setup or how much contextual clues they expect to have, and more importantly, how much ambiguity they enjoy dealing with in their rp. This comes up all the time. Take part of a set that includes, "Two people are fighting at the bar." Some people wouldn't blink at this. It doesn't matter, it's a minor detail, they ignore it. Some people would be driven crazy by it.
Not having the contextual clues and information that their character would possess that would inform their decision making usually means one of four things happen for players that care:
- They ask oocly for clarification. "Did my character see who started it? What are they fighting over? Is one bullying the other? What do they look like?" All things that would inform their decisions and character actions. They break character to ask.
- They roll with it, and make a guess, even if they know it might be inaccurate for their character. "Well, I guess I'll break up the fight, and assume that it was truly violent and not an argument, since my character wouldn't want someone to get really hurt." And they don't break character to do this, even if it's jarring for them since it could result in their character acting in a way contrary to how they are.
- They don't respond at all, even if it's something their character might respond to, because they don't want to take the risk of doing something jarringly out of character due to a lack of information. Like #2 this doesn't break character, but it's still jarring because they don't have context.
- They make up the details themselves. This comes across as twinking or godmoding, so isn't normally done, but it's common in other RP formats when little detail is provided and people are expected to build on it.
Now this isn't often a case of bad writing or anything like that, but two players having different expectations of what they should be giving each other to work with. Someone that's more immersion focused I think expects others to give them context that is sufficient for them to build on and run with, without the need for asking questions or clarification, and expects to do the same for others. Other people that don't mind ambiguity, see that as totally unnecessary, because hey we're all writers and if something is confusing, just ask.
Now where immersion really comes into play here, is when the game is the one to reduce that ambiguity and give the player more context. Now the most extreme example of this are RPI MUDs. I had been RPing on MUs for a few years and I had never heard the term 'set' for 'setting a scene' until I tried the Reach. That might sound outlandish and bizarre to someone that's only RP'd in MUSHes, but the reason is simple, in that all the context is provided by the game and the environment they cultivate. Understand, I'm not advocating that at all, but I think it's important to understand the stylistic differences in storytelling. Basically in something like those MUDs, context is incredibly narrowly defined. Painfully narrow. Any action of characters must have some coded response which shows. If characters are injured, they display injuries when looked at. Everything the characters are wearing or carrying has a coded equivalent. Everything in the room has emits or something responsive. There's no context outside of what is coded, so this also means anytime someone enters a room, they have the context they need to immediately roleplay, which makes sets unnecessary.
Now obviously we all play MUSHes, not MUDs, but we should know that the more freeform nature comes at a tradeoff of ambiguity. We use that to tell more powerful stories that aren't limited by code, but it does mean that for some players, it would be very helpful to provide more context to them from the game. So as an example, let's look at IC messengers versus @mail or page.
Functionally, they should be identical, but here's some important differences, forgive me for the general variations from game to game:
Mail:
TO: Stella
FROM: Bob
Subject: Hey we should meet
When are you next free? Please hit me up.
Messenger:
Stella's wrist communicator lights up, signifying a new message.
From Commander Robert, to Ensign Stella, sent at 10:37 am yesterday, IC time.
"When are you next free? Please hit me up."
Okay so the content is identical, but the context is different. For the mail, does the player of Stella have any idea whether that is IC or OOC, and whether they should respond ICly or OOCly? Probably not. It would be likely decided by the environment of the game, but what if she's new? All those two little lines around the functionally identical messenger does is provide context immersion. Some players absolutely would not care, some would eat it up, particularly for some because it's one less thing for them to worry about. They do not need to seek clarification, they can just RP immediately. Which is what a lot of them want.
There's a ton more to it, but this is getting long, so I think I'll get into other parts later.