Against Immersion: The Holodeck Must Burn

This is not a place of honor. No highly esteemed deed is commemorated here. Nothing valued is here.

For a long time I have been opposed to the idea of immersion in video games, to the idea that people become “immersed” in fictional worlds. I believe there is no specific mental state that can be referred to as being “immersed” in a video game or work of media. I believe the qualities that people describe as immersive are contradictory, limiting, and self-defeating. I believe that sincere belief in the idea of immersion from both a design perspective, and from a player perspective, is harmful to the creation process of video games and the enjoyment of video games. I don’t think we should make appeals to the idea of immersion, or use it as a guiding philosophy for game development.

As research for this article, I’ve been collecting statements for years about what people think immersion is, what traits they think are immersive, and what breaks their immersion. Through this, I hope not just to argue against the conceptualization and prioritization of immersion, but also to show that what I am arguing against is representative of the idea of immersion in the broader public consciousness.

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Boosting Enemy Stats is not “Artificial Difficulty”

I’m sorry for choosing the annoying meme for the banner.

Hollow Knight: Silksong has revived an annoying line of discourse about “Artificial Difficulty”. Artificial Difficulty is ostensibly things that make a game appear more difficult, without actually engaging player skill. However in practice, most people claiming that a game has “Artificial Difficulty” are just complaining that the game is too hard for them, and this isn’t their fault, but the game’s fault. It did difficulty “wrong” in some way.

If we were to take the language of Artificial Difficulty at its face, then we’d consider whether or not a game is engaging in a fair test of skill with you. And in this way, some obstacles in Silksong aren’t fair actually, such as the bench in Hunter’s March that is rigged with a trap, which will damage you when you try to sit on it (I fell for this one). There is a very short tell, the bench depressing like the pressure plate traps in the prior section, giving you a brief opportunity to get off the bench and dash away. Disabling the bench trap requires going through a hidden tunnel and pressing a hidden switch. Silksong has a number of moments like this, which I believe were intended to be funny, because I found them funny and I know other people did too.

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10 Years of Critpoints

10 years ago (and 2 months, but who’s gonna nitpick that?) I started this blog, Critpoints. Before that, I had been writing for Gather Your Party, a modest blog that aimed to challenge the establishment of professional games journalism with a staff of volunteers, no advertising, some of the early crop of gaming video essayists, and the tagline, “Honest Gaming Journalism”. For a lot of fairly predictable reasons, we burned out and eventually the site shuttered.

While I wrote there, I authored a column called, “More Than Mashing”, which showcased and explained different advanced video game techniques and play. This translated into a few YouTube Videos, most of which have been lost to time. I later ended up reviving this concept as a Facebook page, which did great until I got bored of it, and ran out of clips. Currently, that idea survives as a channel in my Discord Server, and as the banner in this site’s layout.

Since GYP, I’ve been involved in a few different projects, including Design Oriented, a group of game designers who were interested in exploring a more mechanical angle to video game design. I ended up leaving due to differences in point of view, but one thing I held onto was the name, “Crit Points”, which I had suggested as a potential name for the DO project. I tried combining the different ideas of “critique,” “hit points,” and “critical hit” into one short name. The tagline under the website name is intended to reflect the triple entendre. (Similarities to ActionPts, someone I used to work with, and ContraPoints are coincidental (I didn’t hear about ContraPoints until 2018) ).

Critpoints became my new brand, and I started this blog in March 2015!

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Scrubs & Johns: A Defense Against Bad Sportsmanship

Competition gets personal. Competition gets people riled up and sometimes people get angry. Being a gracious loser and a humble winner is tough. Being a bad sportsman is a common and easy pattern of behavior to fall into, and the Fighting Game and Smash communities have created different types of defenses against salty players who can’t hold their Ls.

No Johns

In the Smash Bros community, legend says there was once a guy named John who had an excuse for everything. “I didn’t sleep well last night!” “The CRT was tilted away from me!” “The sun was in my eyes!” “My dog ate my inputs!” Naturally this wasn’t very polite to his opponents.

This eponymous John was so infamous that eventually, when people would make excuses for why they lost, people started to say, “No Johns!” It became such a big meme that over a decade later, Reggie Fils-Aime would quote it in a promotion for Smash 4.

No Johns helped to promote an environment where, rather than complaining, people would focus on the game and improve. It wasn’t perfect, but it was a funny and certainly helpful.

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Parries are the Mindkiller

Parrying is so cool that it short-circuits people’s higher brain function, leading them to slam it into everything, and allow it to beat absolutely everything. Parrying in single player games is an EXTREMELY DANGEROUS thing to add to your game, and it should be done with utmost caution, at risk of destroying your entire game’s design.

So first up, what exactly is a parry? A parry is a timed button press with a narrow window that will completely nullify almost any attack headed at you, and sometimes will leave the opponent in a state to be punished, or sometimes outright deal a massive amount of damage to your opponent. A parry is different than a block, because blocking can be held continuously for a variable length of time, and there are frequently penalties to blocking, or blocking too many attacks. A parry is different than dodging, because your character will not move, and will absorb the incoming attack rather than ignoring it. This can mean playing a paired animation, or taking some hitstop and parry-stun. For the sake of this article, if the first few frames of blocking will nullify an attack and negate all damage you take, I’ll be including it as a parry.

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Roger Ebert was Right About Video Games and We Have Failed Him

Disclaimer: I know I’m dredging up a long dismissed argument from 10 years ago, and discussing it in all the same tone as people did back then, despite everyone having moved on. My core thesis is that the settlement to the argument was based on a miscommunication which solidified into apathy, without a real understanding of the form of the argument, and I think the topic deserves more consideration, because I believe games are art, but I also believe the people arguing that games were art ten years ago were right for the wrong reasons.

Over 10 years ago in the late 2000s, it was fiercely debated over whether or not games were art. Famous film critic Roger Ebert threw his hat into the ring by declaring that games are not art, and never will be art. Before he died in 2013, he half-heartedly recanted and admitted that some games were probably art, but more than anything, it feels like he kind of rolled over in response to a massive amount of backlash, rather than actually having a point made about what art is, and how games can fit that conceptual bucket. This seems to be the case, because a year before he died, he sent out this tweet:

The game that critic was talking about was DARK SOULS by the way. And you can read the article, it’s an incredibly uncharitable take on the game, but it’s also looking from the wrong perspective. Ebert, and everyone who argued against Ebert, were all looking from the wrong perspective. They weren’t arguing over whether or not games (interactive systems of play) were art, they were arguing over whether the software products we call games happened to have art packaged alongside the interactive systems of play. They were arguing over whether these interactive systems were art-adjacent, not whether they themselves were art. In other words, “Yeah, the game isn’t art, but look at all this art we included alongside it!”

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