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The Comeback of the Immersive Sim

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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

Every immersive sim revival traces back to Looking Glass
Ultima Underworld also inspired Wolfenstein 3D and The Elder Scrolls outside this lineage.

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

Global rules, not scripts, make immersive sims
Scripted gamesImmersive sims
EventsInvisible triggers, one-off animationsGlobal rules: sight, sound, alarms
ObjectsHand-placed exceptionsEvery torch can be put out
Rope arrowsOnly marked beams (Thief 2014)Any wooden surface (Dark Project)
Unplanned solutionsRareLAM mines as an endless ladder
When every object follows the same rules, players find solutions the designers never foresaw.

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.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript148 lines
0:00

2016 has been an interesting year, all things considered, but nothing has caught me by surprise quite like the comeback of the "immersive sim". Deus Ex is getting a fourth game later this month, and Harvey Smith is making another Thief-like stealth game at Arkane Studios. Which is also making a new Prey game which is said to be a spiritual successor to System Shock 2. Which is getting an actual successor courtesy of Warren Spector, who is also helping Paul Neurath make an unofficial sequel to Ultima Underworld. And the first System Shock is getting a remake, too.

0:33

But if you haven't heard of those games, or haven't heard of those names, or you're wondering what the hell an immersive sim is and want to know why should we care that it's getting a huge revival, then... this is Game Maker's Toolkit, I'm Mark Brown, and in this episode we're looking at the rise, fall and return of a truly fascinating game design philosophy. You can't talk about immersive sims without first talking about 1992's Ultima Underworld: The Stygian Abyss. A.k.a the most influential game you've never played. Its 3D engine prompted John Carmack to write a better one and make Wolfenstein 3D, and putting an RPG into that 3D world inspired Bethesda to do the same with the first Elder Scrolls game.

1:16

But Underworld's standout feature was using clever systems, artificial intelligence, and even rudimentary physics to try and simulate a believable space that wasn't completely predetermined by the developer. The overarching design goal was to give players unique stories, and then let them come up with personal solutions to quests, much like in a Dungeons and Dragons campaign. Only, replace the human dungeon master with a complex nest of intertwining systems.

1:42

The game's developer, Looking Glass Studios, would explore this idea of simulated spaces and player agency in all of its major games. System Shock took Ultima into outer space, and killed off all the humans to avoid those immersion-breaking conversations. Thief used advanced artificial intelligence and open-plan design to forge one of the first proper stealth games. And at Ion Storm Austin, ex-Looking Glass staffers mixed System Shock's shooting with Thief's sneaking for the incredible Deus Ex.

2:13

Or Dooz Ex, as you called it in the year 2000. Don't lie. You totally did. So what is an immersive sim? What ties all these games together, and makes them different from the other first person games being made around the same time? Well here are my, personal, tenets of what makes these games special. Immersive sims, for one, offer high levels of agency. Which means you can achieve goals in multiple ways, and pick your own routes, tactics, and gameplay style. The designers tell you what to do - like, break into Lord Bafford's Manor and swipe his sceptre in Thief - but doesn't tell you how to do it.

2:49

The designers provide a large open space, perhaps a handful of predetermined routes that support different playstyles, and often some suggestions for how you can finish your mission. But the rest is up to you. To avoid overwhelming the player with choices, your options are sometimes limited by decisions you made earlier. In System Shock 2 you can only carry so many items, and you can only use the powers you've installed and the skills you've developed, so sometimes it's about finding the path that matches the playstyle you're developing, rather than randomly picking new ones for every moment.

3:20

Immersive sims are also highly systemic. Most games are heavily scripted. Crazy stuff happens when you stand on invisible triggers, characters play one-off animations at specific bits, and obstacles in the game world just do exactly what they need to do in that moment, and nothing more. Immersive sims, however, are built from systems. So elements have globally defined characteristics which means every alarm post works the same way, every torch can be extinguished, and while different doors might have different properties, they're all based off the same generic door mould.

3:52

There are also endless rules that the world follows. Enemies can find you based on sight and sound, and will then run off and trigger an alarm. Footsteps sound louder on tiled floors, turrets shoot who you tell them to shoot, and objects fall when pushed. Remember: physics were still novel back then. For a neat example of scripting versus systems, note how in Thief: The Dark Project, you can attach rope arrows to any wooden surface. Whereas In Thief 2014, which dropped a lot of the emergent sim stuff you can only plunge your grapple into beams marked with white rope.

4:24

The less prescripted stuff means that immersive sims can be emergent. When two systems talk to each other, interesting new behaviours can emerge. These interlinking systems give the player opportunities to come up with smart, intentional strategies that exploit the game's rules. Put a gas grenade on an alarm and then let yourself be spotted, to create a nasty trap. Coax this self-detonating enemy near a fragile door, and then kill it, to open a passageway.

4:51

Emergent gameplay can also lead to a mad chain reaction that you could not possibly predict, and puzzle solutions that the developer simply didn't foresee. Like using LAM mines - which the player can safely stand on - as an endless ladder to clamber up walls. Immersive sims are consistent. They try to avoid special cases and one-offs, and there are rarely any failure states for anything other than getting killed. You won't find these games telling you to return to the mission area, or making you restart the level because an ally was killed in duty. The simulation just continues.

5:24

There are limits, though. You can shoot any character you like in Deus Ex, but you can't just kill plot-relevant characters... until you're actually allowed to. And at that point, you'll find that immersive sims are reactive. The plot doesn't have to drastically change to reflect your choices, but characters will act in different ways and say different things to reflect on your decisions. Even if you thought no one would notice...

5:45

MANDERLEY: By the way, Denton, stay out of the ladies restroom. The games judge your actions during gameplay, not in clearly designated choice sections. Clint Hocking, who was inspired by immersive sims with Far Cry 2, has said "by creating a chain of influence that cascaded between the narrative and the WASD keys, Deus Ex allowed players to experience the repercussions of their immediate input level actions as they echoed upward into the very plot of the game".

6:17

So these are the tools that Looking Glass and Ion Storm used to make games that felt immersive. Not with photorealistic graphics or by getting rid of the HUD, but by letting go of the player's hand. Deus Ex, for example, was "designed, from the start, as a game about player expression, not about how clever we were as designers, programmers, artists, or storytellers" says director Warren Spector. "The game was conceived with the idea that we'd accept players as our collaborators, that we'd put power back in their hands, ask them to make choices, and let them deal with the consequences of those choices".

6:53

To those of us who played them, immersive sims felt like the future. They let us do what we wanted, they reacted to our decisions, and they operated in spaces that acted more like a simulation of a real place than a phoney video game rollercoaster ride. But there were, after all, only a few of us. Deus Ex sold like 500,000 copies while Half Life - equally brilliant, but for a very different reason - shifted millions.

7:17

Deus Ex was a cult classic, not a landmark title that would start a revolution. Immersive sims muddled along with the forgettable Deus Ex sequel Invisible War, the contentious third Thief game Deadly Shadows, and the more well received spiritual successor to Underworld, Arx Fatalis. But the closure of Looking Glass in 2000 and Ion Storm Austin in 2005, and the booming blockbuster success of more linear and scripted games, meant the design ethos kinda went away.

7:45

It bubbled up here and there, mostly thanks to new Elder Scrolls and Fallout games, as well as BioShock from System Shock 2 designer Ken Levine, and Eastern European efforts like Pathologic out of Russia and STALKER out of Ukraine. But now, the genre seems to be making a triumphant return as games and names and ideas from Looking Glass and Ion Storm history have returned. The new Deus Ex games are made by all new people but are pretty faithful to the original game, other than the crappy inconsistent boss characters (who were mercifully changed in the director's cut edition), and slightly less scope for emergent gameplay. You'll get plenty of that in Dishonored, though, which comes from Deus Ex lead designer Harvey Smith.

8:27

This stealth games lets you juggle loads of magic powers, and lots of interweaving systems, to come up with unique ways to assassinate your targets. It's also highly reactive to your playstyle, with rats becoming more plentiful if you choose to murder loads of guards. And then there are all the upcoming games I mentioned in the opener, which should be very interesting. "While I've seen some efforts, especially from the guys at Arkane, to sort of extend the design philosophy of Looking Glass - I'd like to go further with that," says Spector. "It's nice to see more people trying, but I think there's a ways we could go as well, in terms of empowering players to tell their own stories. Those are the directions I'm going to try to go in".

9:06

What I'm most excited by, is the opportunity to update this old philosophy with the tech and design of today. Immersive sims really take advantage of, well, sims. Simulations. And games are now much better at simulating crowds, artificial intelligence, fire, weather, and physics. This genre can also learn from other types of games, and borrow stuff like stories that dramatically react to your actions like in Shadow of Mordor. And yes, they can also benefit from the photorealistic stuff to make these worlds even more believable.

9:38

And going forward, there's VR: perhaps immersive sims are the perfect match for virtual reality. Indeed, even in the earliest days of Looking Glass, the studio thought about future technology. Major contributor Marc LeBlanc said "everyone was hearing about how virtual reality was coming and most people thought that virtual reality was a hardware thing. We were kinda coming at it from the software thing: if there's going to be a virtual reality that you're interacting with then it's gonna have to have rules and a simulation and stuff like that".

10:07

But, ultimately, this a design ethos that just needs to be explored further. Immersive sims, with their system-driven worlds and consistent behaviour - are never going to be as flashy (or as profitable) as crazy, scripted, rollercoaster rides. But sims like Fallout and Deus Ex, and games with similar design goals like Metal Gear Solid V and Hitman, do something truly unique. "Simulations allow players to explore not just a space but a 'possibility space'," says Warren Spector. "They can make their own fun, tell their own stories, solve problems the way they want, and see the consequences of their choices. That's the thing that games can do that no other medium in human history has been able to do".

10:49

Thank you so much for watching. If you are wondering where Boss Keys is, the episode on Majora's Mask is up next. As for Game Maker's Toolkit it is funded entirely by people on Patreon, who are amazing and I want to thank them all right now. But I'm going to give a special, on screen shoutout to everyone who donates $5 or more.