Immersion
Video game concept
This is a container group; its children are:
Crowds | Large numbers of people or other creatures that are hard to move through. (too short) | 2007 / 2020 | 15 games |
Head bob | Simulates the way people's head does not remain perfectly at same height when moving around, bobbing up and down and possibly even side to side. | 2004 / 2012 | 3 games |
Explained HUD | The presence of the HUD is more or less explained in-mythos. (too short) | 1983 / 2023 | 45 games |
Loadless | After the game reaches the point where the player can actually play, there are no notable pauses for loading thenceforth, anywhere. | 2010 / 2018 | 14 games |
No crosshair | There's no targeting crosshair on the HUD. (too short) | 1979 / 2016 | 33 games |
No health display | Does not show any health value or other numeric, textual or graphical element that directly correlates to health. | 2005 / 2015 | 44 games |
No HUD | Any information the player may want is integrated into the gameworld instead of represented in a head-up display. | 1991 / 2018 | 84 games |
NPC strife | NPCs do not target the player as if she was the only thing worth killing in the whole world. Your enemies fight against each other when it makes sense to do so. | 1993 / 2020 | 231 games |
One of many | The protagonist is one of many on a single side, whether or not the others actually manage to do anything useful. | 2001 / 2015 | 37 games |
Seamless world | The game world is without level, zone, stage, etc. transitions that break immersion. (too short) | 1992 / 2018 | 90 games |
Traffic | Player encounters significant traffic that more or less interferes with what they must do. (too short) | 1979 / 2020 | 196 games |
Trash | Player can find, collect and fiddle with large number of items that have no use what so ever. (too short) | 1989 / 2015 | 58 games |