When I read about immersive sims online I keep seeing them described as systemic games that give the player choices for solving the problems they come across. But in my experience the different choices you have are so imbalanced in terms of applicability, rewards and exclusivity that I find it hard seeing them as such.

In Bioshocks the aggressive combat playstyle is viable everywhere, is the most rewarding both in terms of gameplay and resources and doesn't lock you out of anything. The alternative playstyles can still be used situationally to access any exclusive treasure. On the flipside going all in on an alternative playstyle takes more time and often amounts to skipping content.

Frankly I don't like either, I don't want to miss out on content and I don't want my choices to be meaningless.

With Bioshocks and Prey the meta is playing aggressively. With Dishonored it's stealth. To me the whole scheme seems antithetical to the game structure of a linear story based game. The developer can't craft a particular experience because they have to accommodate for different options, and the options can't be too different because the path is the same.

The games that best fit the description for me are BotW and Minecraft or even Hitman, none of which is considered an immersive sim. The popular immersive sims seem closer to Batman Arkham games, which have no pretense of player choices save for what tools you use in combat, than they are to the aforementioned titles.

So, which immersive sim did you play that fulfills the immersive sim premise?

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[–] 9 points 6 months ago* (last edited 6 months ago)

Dishonored is a good one, and Deus Ex is one that really defines immersive sim well.

You got a building you need to get into to get information. You can walk though the restricted areas guns blazing. Or use your hacking skills to bypass a bunch of security and turn defense turrets against the guards. Or you can get into the ducts and sewers. Or you can climb up a stack of boxes you spent three hours gathering from across the area to get up to the second floor window and break it open with a crowbar.

It gives you player choice, and it can be imbalanced because it lets you make stupid choices that are way harder to pull off or were never thought of by the devs. And it's way more about gameplay than actual story flexibility. No more than you'd get with the endings of a Fallout game

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