The bottom line
Immersive sims are games built from consistent, interlocking systems that let players solve problems in their own way, and the genre is now returning after years in the shadows. Its return matters because today's technology can push the idea of player-made stories much further than the originals could.
Key takeaways
- Immersive sims began with Looking Glass's attempt to simulate believable spaces instead of scripting them. 0:54
- Ultima Underworld (1992) used systems, AI and rudimentary physics, and aimed to give players unique stories like a Dungeons and Dragons campaign without the human dungeon master.
- It inspired Carmack's Wolfenstein 3D engine and Bethesda's first Elder Scrolls game.
- Agency, systems, emergence, consistency and reactivity make a game an immersive sim. 2:32
- In Thief the designers say what to do (steal the sceptre) but not how. In Thief: The Dark Project rope arrows stick to any wooden surface, while Thief 2014 limits them to marked beams.
- Because systems talk to each other, players can set a gas grenade on an alarm as a trap, or use LAM mines as an endless ladder.
- These games feel immersive because they let go of the player's hand, not because of realistic graphics. 6:17
- Characters react to your choices during play, not in set choice scenes.
- Warren Spector says Deus Ex treated players as collaborators who deal with the consequences of their choices.
- The genre faded because it sold modestly and linear blockbusters took over. 7:06
- Deus Ex sold about 500,000 copies, while Half-Life sold millions.
- Looking Glass closed in 2000 and Ion Storm Austin in 2005, though the ideas lived on in Elder Scrolls, Fallout, BioShock, Pathologic and STALKER.
- Modern tech can take the old philosophy further, though it will never be as flashy or profitable as scripted rollercoasters. 9:06
- Games now simulate crowds, AI, fire, weather and physics better, and can borrow reactive stories like Shadow of Mordor's.
- VR may suit the genre, since a virtual world needs rules and a simulation, as Marc LeBlanc said.
Simulations allow players to explore not just a space but a 'possibility space'. They can make their own fun, tell their own stories, solve problems the way they want, and see the consequences of their choices.
Warren Spector
Chapter summaries
0:00 A surprise comeback with a shared ancestry
The 2016 revival comes from one lineage, Looking Glass and the developers who left it.
- Several long-dormant series are returning at once. 0:10
- Deus Ex gets a fourth game, and Harvey Smith is making a Thief-like at Arkane.
- Arkane's new Prey is a spiritual successor to System Shock 2.
- Warren Spector is behind an actual successor to System Shock 2.
- He is also helping Paul Neurath make an unofficial Ultima Underworld sequel.
- The first System Shock is getting a remake.
- Each Looking Glass game pushed simulated spaces and player agency further. 1:42
- System Shock moved the Ultima formula into outer space.
- Thief paired advanced AI with open-plan levels to make an early stealth game.
- System Shock killed off all the humans to avoid immersion-breaking conversations.
- Ex-Looking Glass staff at Ion Storm Austin mixed System Shock's shooting with Thief's sneaking to make Deus Ex.
2:32 The tenets: agency, systems and consistency
| Scripted games | Immersive sims | |
|---|---|---|
| Events | Invisible triggers, one-off animations | Global rules: sight, sound, alarms |
| Objects | Hand-placed exceptions | Every torch can be put out |
| Rope arrows | Only marked beams (Thief 2014) | Any wooden surface (Dark Project) |
| Unplanned solutions | Rare | LAM mines as an endless ladder |
An immersive sim runs on global rules instead of scripts, so players get freedom without the game losing coherence.
- Agency is kept manageable by earlier choices. 3:00
- In System Shock 2 you can carry only so many items and use only the powers and skills you installed.
- Players find the path that fits their developing style instead of picking randomly each moment.
- Designers give a large open space, a few routes for different playstyles and some hints.
- The rest is left to the player.
- Systems replace scripts. 3:20
- Most games rely on invisible triggers and one-off animations.
- In a sim every alarm post works the same, every torch can be put out, and doors share one generic mould.
- Enemies find you by sight and sound, then run off to trigger an alarm.
- Footsteps are louder on tiled floors, and turrets shoot who you tell them to.
- Lure a self-detonating enemy near a fragile door and kill it, and you open a passage.
- Consistency and reactivity keep the simulation running. 5:05
- Death is almost the only failure state, and no level restarts because an ally died.
- Characters change what they say and do to reflect your choices, even unnoticed ones.
- In Deus Ex you can shoot any character, but plot-relevant ones are protected until the game allows it.
- The plot need not change drastically to reflect your choices.
5:45 Why the games felt like the future
Immersive sims let player actions ripple into the story, and fans loved them even as the sequels stumbled.
- Player actions travel up from the controls into the plot. 5:56
- Manderley's line, stay out of the ladies restroom, is a reaction to what the player just did.
- Clint Hocking drew on these games for Far Cry 2.
- Hocking: Deus Ex made a chain of influence that cascaded between the narrative and the WASD keys.
- Players felt the repercussions of small input-level actions echoed upward into the very plot.
- Fans saw a simulated place, but the follow-ups were weak. 6:53
- The worlds acted like real places, not a phoney video game rollercoaster ride.
- Invisible War was forgettable, and Deadly Shadows was contentious.
- Arx Fatalis was the better received spiritual successor to Underworld.
- BioShock came from System Shock 2 designer Ken Levine.
7:59 The comeback and its limits
Old names are back with faithful new games, and the genre will stay a niche that does something unique.
- New games carry the old design into a new generation. 8:08
- The new Deus Ex games are made by all new people and stay faithful, with slightly less emergent play.
- Dishonored comes from Deus Ex lead designer Harvey Smith, and rats multiply if you murder many guards.
- The original's boss characters were inconsistent, and the director's cut changed them.
- Dishonored lets you juggle magic powers and interlocking systems to assassinate targets.
- The genre has more room to grow, but it will stay niche. 8:46
- Spector says Arkane has extended the Looking Glass philosophy, and he wants to empower players further.
- These games will never be as flashy or profitable as scripted rollercoasters.
- Metal Gear Solid V and Hitman share similar design goals.
- Spector: this is the thing that games can do that no other medium in human history has been able to do.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Explains the immersive sim as a design philosophy built on agency, systemic rules, emergence, consistency and reactivity, traced from Ultima Underworld and Looking Glass through Deus Ex to today's revival. The example that makes it worth watching is the contrast between Thief's rope arrows working on any wooden surface and Thief 2014's grapple points marked with white rope.
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