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	<title>Comments on: How to kill immersion in 5 easy steps</title>
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	<link>http://www.gameproducer.net/2012/01/25/how-to-kill-immersion-in-5-easy-steps/</link>
	<description>I bake games. Indie style.</description>
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		<title>By: Anomalous Underdog</title>
		<link>http://www.gameproducer.net/2012/01/25/how-to-kill-immersion-in-5-easy-steps/comment-page-1/#comment-147463</link>
		<dc:creator>Anomalous Underdog</dc:creator>
		<pubDate>Fri, 27 Jan 2012 20:38:36 +0000</pubDate>
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		<description>I had a dialogue option once that said: &quot;You chose her?&quot;

It turned out the statement was to be taken as an exclamation of ridiculousness of the situation at hand. Apparently the only clue to that was that &quot;her&quot; was italicized. And yet I could still interpret the statement many ways depending on how it was said. Unfortunately, the main character has no voice acting.

Nuances of diction get lost on the text-driven dialogue system. I&#039;ve heard a suggestion before of a dialogue system that does away with having the player choose specific lines, but direct the flow of the conversation by choosing how he wants his character to react: sad, angry, etc. or how he wants the character to direct the topic of conversation in broad choices: cautious, affirmative, interrogative, etc.</description>
		<content:encoded><![CDATA[<p>I had a dialogue option once that said: &#8220;You chose her?&#8221;</p>
<p>It turned out the statement was to be taken as an exclamation of ridiculousness of the situation at hand. Apparently the only clue to that was that &#8220;her&#8221; was italicized. And yet I could still interpret the statement many ways depending on how it was said. Unfortunately, the main character has no voice acting.</p>
<p>Nuances of diction get lost on the text-driven dialogue system. I&#8217;ve heard a suggestion before of a dialogue system that does away with having the player choose specific lines, but direct the flow of the conversation by choosing how he wants his character to react: sad, angry, etc. or how he wants the character to direct the topic of conversation in broad choices: cautious, affirmative, interrogative, etc.</p>
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		<title>By: Juuso</title>
		<link>http://www.gameproducer.net/2012/01/25/how-to-kill-immersion-in-5-easy-steps/comment-page-1/#comment-147450</link>
		<dc:creator>Juuso</dc:creator>
		<pubDate>Thu, 26 Jan 2012 10:56:08 +0000</pubDate>
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		<description>:)</description>
		<content:encoded><![CDATA[<p>:)</p>
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		<title>By: Cats</title>
		<link>http://www.gameproducer.net/2012/01/25/how-to-kill-immersion-in-5-easy-steps/comment-page-1/#comment-147442</link>
		<dc:creator>Cats</dc:creator>
		<pubDate>Thu, 26 Jan 2012 01:14:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=6464#comment-147442</guid>
		<description>&quot;All your base are belong to us&quot;</description>
		<content:encoded><![CDATA[<p>&#8220;All your base are belong to us&#8221;</p>
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		<title>By: Igor Hardy</title>
		<link>http://www.gameproducer.net/2012/01/25/how-to-kill-immersion-in-5-easy-steps/comment-page-1/#comment-147437</link>
		<dc:creator>Igor Hardy</dc:creator>
		<pubDate>Wed, 25 Jan 2012 21:20:25 +0000</pubDate>
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		<description>Yeah, it end up a classic Monkey Island joke, but still I was thinking how it was 20 and more years ago. The disc swapping and terribly long loading times were once a given element of the game playing experience. Just like the huge pixels. I don&#039;t think the players of those times were really any less excited and immersed than those of today. In a way it was more difficult to break their immersion, because of the game experiences being rarer and more unique back then.

So my conclusion is that the actual immersion is strongly connected to the designers&#039; competition for players&#039; attention. The greater amount of interesting, easily accessible stuff the player is exposed to, the more difficult will it be for him to get immersed in any single one of them.</description>
		<content:encoded><![CDATA[<p>Yeah, it end up a classic Monkey Island joke, but still I was thinking how it was 20 and more years ago. The disc swapping and terribly long loading times were once a given element of the game playing experience. Just like the huge pixels. I don&#8217;t think the players of those times were really any less excited and immersed than those of today. In a way it was more difficult to break their immersion, because of the game experiences being rarer and more unique back then.</p>
<p>So my conclusion is that the actual immersion is strongly connected to the designers&#8217; competition for players&#8217; attention. The greater amount of interesting, easily accessible stuff the player is exposed to, the more difficult will it be for him to get immersed in any single one of them.</p>
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		<title>By: Nathan</title>
		<link>http://www.gameproducer.net/2012/01/25/how-to-kill-immersion-in-5-easy-steps/comment-page-1/#comment-147436</link>
		<dc:creator>Nathan</dc:creator>
		<pubDate>Wed, 25 Jan 2012 20:33:42 +0000</pubDate>
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		<description>6.) Having spelling errors or bad grammer. (And simply breaking the fourth wall)

I once played an RPG where an NPC literally said: &quot;How r u, player?&quot;</description>
		<content:encoded><![CDATA[<p>6.) Having spelling errors or bad grammer. (And simply breaking the fourth wall)</p>
<p>I once played an RPG where an NPC literally said: &#8220;How r u, player?&#8221;</p>
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		<title>By: Juuso</title>
		<link>http://www.gameproducer.net/2012/01/25/how-to-kill-immersion-in-5-easy-steps/comment-page-1/#comment-147434</link>
		<dc:creator>Juuso</dc:creator>
		<pubDate>Wed, 25 Jan 2012 18:33:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=6464#comment-147434</guid>
		<description>In games like good ol&#039; Monkey Island that just reinforces the experience.</description>
		<content:encoded><![CDATA[<p>In games like good ol&#8217; Monkey Island that just reinforces the experience.</p>
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		<title>By: Igor Hardy</title>
		<link>http://www.gameproducer.net/2012/01/25/how-to-kill-immersion-in-5-easy-steps/comment-page-1/#comment-147433</link>
		<dc:creator>Igor Hardy</dc:creator>
		<pubDate>Wed, 25 Jan 2012 16:27:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=6464#comment-147433</guid>
		<description>What if I&#039;ll use the words &quot;creating immersion - put in disc 12&quot; instead of &quot;loading&quot;?</description>
		<content:encoded><![CDATA[<p>What if I&#8217;ll use the words &#8220;creating immersion &#8211; put in disc 12&#8243; instead of &#8220;loading&#8221;?</p>
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