One of the most immersive things is when you don't understand the underlying mechanics of the game

remember exploring operation flashpoint when it was new? I strayed from my objective and just went like half an hour in a different direction and stumbled on an enemy patrol. Shit like that was unheard of, the island was huge and alive

Every game plays the fucking same now so i dont feel like that often
Experimental era was still the best

this is only a problem when the mechanics aren't engaging enough.
you think people who still play openTTD, quake 3, tetris, DDR and street fighter 2 aren't infinitely familiar with their mechanics?

getting tired after you figure them game out is a sign you're playing a trash game that values "content" more than the underlying gameplay loop.

i know most of what there is to know about the creatures in that game and they still surprise me. And even knowing how coding behind the creature behavior works, it only makes me like it more.

I want to play another game that makes me constantly try to figure out how the enemies want to behave. Everything else after RW feels so goddamn robotic.

The Last Guardian is one of the only games I've played were it truly felt like I didn't really understand Trico's AI and the underlying machinery.

It was a pretty magical experience.

you made me google pictures of abandoned buildings and now i'm sharing them

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i keep seeing chairs for some reason

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OP wasn't talking about mere engagement. Of course shit taste autists who play games like they are a pseudo sport can stay engaged by the same game for decades if the mechanics are complex enough to always have something left to master.

Immersion is a different, higher matter. A game being engaging serves the greater goal of immersion, the goal that drove developers and fans to not merely settle with the already complex mechanics on offer even in the 1980s, to come ever closer to the ideal of (fully) interactive cinema.

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