If mechanics are the message, what does that mean for the Immersive Sim? What kinds of themes and narratives work well with the genre?
What makes an Immersive Sim special as a genre is how it shares authorship. Both the player and creators play a pivotal role; the designers ask questions and the players create answers. And that answer informs the next question, creating a form of Socratic dialog in the form of a game. The game is not a sandbox where the player is allowed to do whatever they want nor is it a theme park where they are taken for a ride. The designer meets the player where they are at and respects their agency as a co-creator in the experience. The designer provides the set of tools and the premise/scenario (consistent game systems and levels with open-ended goals) and the player approaches it with a certain intelligence and intent. The designer is ready to respond to the decisions and interactions of the player and together they craft a reactive experience. It's very similar to a DM in Dungeons & Dragons; Dungeon Masters provide a premise and the players engage with the adventure and they both improvise back and forth to have a session.
This dynamic greatly empowers the player but in some ways reduces the control a designer has over the experience. Many designers and directors of Immersive Sims constantly reiterate that it's not about designing what happens next or creating a puzzle; it's about creating a situation or a problem for the player to navigate. The player 'immerses' themselves into the consistent rules of the 'simulation' and finds a way they can proceed (not the way they must proceed). And this creates a big change in the narrative of the world. Anything could be a tool to the player so they carefully interrogate the game, including narrative details. They are scanning documents for codes or hints about how the scenario works. They can become uniquely engaged in the fiction and scrutinize things in greater detail than in other games.
| A scene from the TV show Community The character Abed takes an exceedingly rational approach to a horror story* |
But not all narratives are really meant to be held up to this level of scrutiny. Have you ever watched a slasher movie and thought "Why doesn't everyone just stand back to back with improvised weapons at the ready?" Surely that would prevent anyone else from being killed. Of course we all know that if the characters did that then there wouldn't be a story to tell. Also the characters don't know they're in a movie and most of the good slasher movies tend to at least give a tacit explanation as to why everybody acts the way they do. There is always some bravado, panic, or transgression that keeps the characters from just calling the police*. This can work well for a movie about horror and tension; but in a videogame where the player has agency (and can reload their last save) this narrative structure becomes unideal.
Since the Immersive Sim is a collaborative experience between the designer and the player, special consideration has to be taken with the narratives. The player is the audience and this can collapse a lot of common plots and even entire story structures. Just because the character the player controls is motivated, that doesn't necessarily mean the player is motivated. The player knows what kind of game they are getting into and they have certain expectations. And especially with an Immersive Sim, the player will play like it's an Immersive Sim. If there are boxes, they will stack them. The players are trying to understand the simulation. If the plot depends on unreasonable behavior or things the player could avoid, then the believability of the narrative will break. This all adds up to a lot of stories not necessarily being suited to an Immersive Sim. And potentially, certain stories can be more aligned with evoking the Immersive Sim experience.
In order to find what narratives are best for Immersive Sims let's look at the recurring structures. The genre expects certain kinds of interactions and systems that support player agency and encourage players to exert influence on the game world. Usually there are levels that allow for multiple approaches and the levels have a sort of steady state that the player can then manipulate (sometimes without any extraordinary abilities). Boundary transgression features prominently in many Imm Sims and it's sort of expected in a game about bending and breaking rules. These and the other constraints of being an Immersive Sim tend to pull the premise and scenarios in a certain direction. Stealth features are prominent as they were featured in many foundational Immersive Sims. The player's character occupies a social space with an unusual amount of agency. Immersive Sims are about thinking outside the box and they gravitate toward protagonists who do so. I think this all leads to a particular type of story that is unusually compatible with Immersive Sims.
| I know they say don't judge a book by its cover but if they are going to, get John Harris to do the cover. |
I think it's important for Immersive Sim designers to be aware of the Rationalist Fiction sub-genre of (mostly) internet fiction writings. The more mainstream examples of this writing would be like Ender's Game and The Martian. Basically these are works of fiction featuring an intelligent protagonist who uses reason and exploits understandable patterns in an internally consistent world. This action is analogous to what the players do in an Immersive Sim. So the Rationalist Fiction story becomes similar to the result of designers and players interacting to create the experienced story of an Immersive Sim. Recognizing this similarity between genres might be helpful in informing what sorts of narratives work better with Immersive Sims (or might be a better jumping off point for inspiration). But I don't want this to be a limit to what is possible (Immersive Sims even predate the definition of Rationalist Fiction; and Rationalist Fiction is sometimes humorous and I have thoughts about that). In a more general sense, plots that rely on competence and making informed decisions will work better when writing for an Immersive Sim. The fiction of the Immersive Sim is similar to that of Rationalist fiction, the protagonist is intelligent.
So what I would direct writers to pay attention to in Rationalist Fiction is how protagonists and antagonists determine their actions. The fiction establishes clear and exploitable rules of cause and effect with the expectation of adaptation to the extraordinary scenario. It's more about the ingenuity of the protagonist and their antagonist in a logical and steady world. A few characters are plotting, experimenting, and thinking about each move they make. And then there is a sort of chaos when these forces meet. For the hero it is often quick thinking and improvisation more than the 'heist going off without a hitch'. While there might be plots and scenes of emotional drama, but it's more about the protagonist intelligently moving through scenarios.
| An intelligent story respects the player and that respect is core to an immersive sim. |
I think Rationalist Fiction is an overlooked source of potential for Immersive Sim narratives. But the writer needs to understand that it is only a starting point; the real magic is the shared authorship of the story. The mechanics of an Immersive Sim are all about acknowledging the intelligence and decisions of the player. The fuel for that is the worldbuilding the author provides, and they can take satisfaction in knowing that their details will be examined by the players. The Immersive Sim creates a unique canvas for writers. Sometimes it's giving clues in newspapers and item descriptions, other times it is interacting with NPCs. It's a canvas where authors can ask thought-provoking questions and let players finish the details with their own answers. It's about an intelligent narrative that the player can converse with and reflect back on.
