Immersive Sims

Games that follow the Immersive Sim design philosophy. A loosely defined genre initiated by Looking Glass studios, using a term coined by Warren Spector. The game design focuses of multiple interacting in-depth systems, advanced low-level player agency and maximum player immersion.

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Exceptional interconnected systems. Incredible level design to take advantage of them. Superb mechanics for it. Player freedom of engagement is second to none.
Very good interconnected systems. Fantastic level design to take advantage of them. Great mechanics for it. Narrative rarely interferes with player agency.
Very good interconnected systems. Great level design to take advantage of them. Great mechanics for it. Narrative occasionally interferes with player agency.
Very good interconnected systems. Great level design to take advantage of them. Great mechanics for it.
Very good interconnected systems. Great level design to take advantage of them. Great mechanics for it.
Great selection of interconnected systems. Gameplay focuses on certain areas and relevant systems have additional depth. Fantastic level design for it. Peerless immersion.
Great selection of interconnected systems. Gameplay focuses on certain areas and relevant systems have additional depth. Great level design for it.
Very good interactivity. Somewhat hindered by absent basic mechanics.
Very good interconnected systems. Great level design to take advantage of them. Pretty good mechanics for it.
Very good selection of interconnected systems, with level design that incentivizes the expansion of the player's interaction outside their comfort zone.
A decent array of interconnected systems, with implementation being hindered by console-focused game design.
A very good, wide collection of interconnected interactive systems, but immersion is hindered by the clunkiness of the interface.
A decent array of interconnected systems, with implementation being hindered by console-focused game design. Immersion is hindered by nonsensical implementation of way too much narrative-affecting player freedom.
A giant collection of small systems that are too advanced to be interacted with even with modern control interfaces. It's like the game was made for actual cyborgs.
Buggy and unfinished. Attempts to consciously implement all aspects of immersive sim design, apparently without the technical competence to bring it all into fruition.

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