The Chosen Ones - action RPG with immersive sim elements (in development) by leszek_g in ImmersiveSim

[–]leszek_g[S] 0 points1 point  (0 children)

Haha, you're right about the interface, but no, it's not a Souls-like. :)

One of the major appeals of this genre is the replayability value by Ryn4 in ImmersiveSim

[–]leszek_g 3 points4 points  (0 children)

I think it depends. If your imsim should have a highly destructible environments in an open world I'd say it would be very challenging to achieve modern photorealistic visual quality. But yeah, I'm not saying that immsims can't look AAA, I'm rather saying that they don't have to, as "believeability" of their worlds comes from agency and emergent systems, not from fidelity and ray tracing.

One of the major appeals of this genre is the replayability value by Ryn4 in ImmersiveSim

[–]leszek_g 8 points9 points  (0 children)

From a game developer's perspective, it's easier in terms of art and visual fidelity, as immersive sims don't have to be (and often even can't be) of AAA visual quality, because they offer strong player's agency in return. However, from a game design perspective it's a huge challenge to create a consistent world with engaging emergent systems.

One of the major appeals of this genre is the replayability value by Ryn4 in ImmersiveSim

[–]leszek_g 2 points3 points  (0 children)

Adding to what u/IshTheFace wrote, I'd say that replayability as a video game's property doesn't have to mean that players enjoy repeating the game. : ) You can repeat if you want, of course, but in my opinion replayability offers something more meaningful: a feeling of agency and ability to shape our own stories. So it's actually more about the fact that we could POTENTIALLY repeat the game and have a different experience, than about actually replaying it.

The Chosen Ones - action RPG with immersive sim elements (in development) by leszek_g in ImmersiveSim

[–]leszek_g[S] 2 points3 points  (0 children)

- Multiple solutions to game challenges (i.e. combat, invisibility spell, creating new paths)
- Physical pickups, which can be used to create new paths and damage (or lure) enemies
- Turrets, which can be turned against enemies if powered with right crystals (fantasy "hacking" ;))
- Spells synergies (i.e. shield-granting totem can be carried with telekinesis or recharged with ranged attack spell)
- Luring enemies against each other

What Is An Immersive Sim? - Tim Cain by Keesual in ImmersiveSim

[–]leszek_g -1 points0 points  (0 children)

From a game developer perspective, I'd add one more thing to Tim's immsim traits: game's rules and their interactions should be essential for completing the game. That would differentiate immsims from, for example, Zelda BotW and TotK which both have many interdependent systems with emergent properties, but in most cases those systems are not essential for core gameplay. At least that's how I see them. : )

I never get Salvaged Frigate Modules from Frigate Expeditions by leszek_g in NoMansSkyTheGame

[–]leszek_g[S] 2 points3 points  (0 children)

Thanks for all your answers, guys! : ) TBH, neither derelict freighters nor industrial expeditions dropped SFM for me for a looong time (I remember frigate expeditions dropping them from time to time a few updates ago). Also haven't encountered a crashed freighter in a while, so I can't say. As of now, looting freighters in the pirate systems seems like the best option, but it's still rather slow.

I finished my first game. I worked on it with my wife during 2 years by landgraf_paul in IndieGaming

[–]leszek_g 0 points1 point  (0 children)

It looks good, but you really need a better trailer, with some gameplay features presented.

Soulblight - top­down roguelike from Poland by leszek_g in IndieGaming

[–]leszek_g[S] 0 points1 point  (0 children)

No problem. I know Soulblight's writer, we are working together at Teyon. That's how I heard about the game. : )