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Speaking of genre, the stew approach can also be observed in how many core [[UsefulNotes/MechanicsDynamicsAesthetics MDA aesthetics]] (unique combinations of which define most genres)[[note]]Fun fact: Marc [=LeBlanc=] worked on most of Looking Glass' seminal titles prior to coming up with his "8 types of fun", which transformed into the gameplay aesthetics of MDA.[[/note]] the immersive sims target at once:

to:

Speaking of genre, the stew approach can also be observed in how many core [[UsefulNotes/MechanicsDynamicsAesthetics [[MediaNotes/MechanicsDynamicsAesthetics MDA aesthetics]] (unique combinations of which define most genres)[[note]]Fun fact: Marc [=LeBlanc=] worked on most of Looking Glass' seminal titles prior to coming up with his "8 types of fun", which transformed into the gameplay aesthetics of MDA.[[/note]] the immersive sims target at once:
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Following the closure of Ion Storm, the genre went dormant for several years, although the break of creative continuity played a bigger role in it than the actual time gap (which was, in fact, shorter than the [[UsefulNotes/WesternRPG dark ages]] between ''System Shock'' and ''Thief''). Ultimately, it was the first wave survivor Irrational who brought the genre back under the spotlight with the original ''VideoGame/BioShock1'', although it wasn't until the other survivor, Arkane, released the original ''VideoGame/{{Dishonored}}'' that people started talking about a genre comeback and the "modern immersive sims".

to:

Following the closure of Ion Storm, the genre went dormant for several years, although the break of creative continuity played a bigger role in it than the actual time gap (which was, in fact, shorter than the [[UsefulNotes/WesternRPG [[MediaNotes/WesternRPG dark ages]] between ''System Shock'' and ''Thief''). Ultimately, it was the first wave survivor Irrational who brought the genre back under the spotlight with the original ''VideoGame/BioShock1'', although it wasn't until the other survivor, Arkane, released the original ''VideoGame/{{Dishonored}}'' that people started talking about a genre comeback and the "modern immersive sims".
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None


This distinction explains many of the difficulties historically faced by the genre. Because the stew only comes together as something delicious after every ingredient has been cut and mixed, producing an immersive sim takes a lot of time, during which no real assessment of the final product's quality can be made. This tends to discourage both (new) developers and the money-givers, who can neither focus-test, nor market the game until well into production. Marketing is also not helped any by the fact that immersive sims tend to hit too many bases genre-wise by design, confusing the target audiences as to what gameplay exactly they should expect from it. Last but not least, the emergent nature of the simulation requires a different type of thinking than what has been drilled into both gamers and designers by the mechanically focused games of the past decades: in the article, Spector recalls how utterly stumped ''Deus Ex'' playtesters were by the game expecting them to co-author their own experience.

to:

This distinction explains many of the difficulties historically faced by the genre. Because the stew only comes together as something delicious after every ingredient has been cut and mixed, producing an immersive sim takes a lot of time, during which no real assessment of the final product's quality can be made. This tends to discourage both (new) developers and the money-givers, who can neither focus-test, nor market the game until well into production. Marketing is also not helped any by the fact that immersive sims tend to hit too many bases genre-wise by design, [[AudienceAlienatingPremise confusing the target audiences as to what gameplay exactly they should expect from it.it]][[invoked]]. Last but not least, the emergent nature of the simulation requires a different type of thinking than what has been drilled into both gamers and designers by the mechanically focused games of the past decades: in the article, Spector recalls how utterly stumped ''Deus Ex'' playtesters were by the game expecting them to co-author their own experience.
Is there an issue? Send a MessageReason:
None


Following the closure of Ion Storm, the genre went dormant for several years, although the break of creative continuity played a bigger role in it than the actual time gap (which was, in fact, shorter than the [[Analysis/WesternRPG dark ages]] between ''System Shock'' and ''Thief''). Ultimately, it was the first wave survivor Irrational who brought the genre back under the spotlight with the original ''VideoGame/BioShock1'', although it wasn't until the other survivor, Arkane, released the original ''VideoGame/{{Dishonored}}'' that people started talking about a genre comeback and the "modern immersive sims".

to:

Following the closure of Ion Storm, the genre went dormant for several years, although the break of creative continuity played a bigger role in it than the actual time gap (which was, in fact, shorter than the [[Analysis/WesternRPG [[UsefulNotes/WesternRPG dark ages]] between ''System Shock'' and ''Thief''). Ultimately, it was the first wave survivor Irrational who brought the genre back under the spotlight with the original ''VideoGame/BioShock1'', although it wasn't until the other survivor, Arkane, released the original ''VideoGame/{{Dishonored}}'' that people started talking about a genre comeback and the "modern immersive sims".
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None


The first wave consisted of the "classical immersive sims": ''VideoGame/UltimaUnderworld'', ''VideoGame/SystemShock'', ''VideoGame/{{Thief}}'', and ''VideoGame/DeusEx''. These were primarily created by Creator/LookingGlassStudios and Creator/IonStorm Austin, and their closures (in 2000 and 2005, respectively) are often cited as the cutoff point of the classical immersive sims (although Ion Storm's late titles ''Invisible War'' and ''Deadly Shadows'' are often contentious specimen). Most of the games in this period had been PC (mainly DOS and Windows) exclusives, which may be why some purists draw the line at the original ''Deus Ex'', after which the genre went MultiPlatform.

to:

The first wave consisted of the "classical "classic immersive sims": ''VideoGame/UltimaUnderworld'', ''VideoGame/SystemShock'', ''VideoGame/{{Thief}}'', and ''VideoGame/DeusEx''. These were primarily created by Creator/LookingGlassStudios and Creator/IonStorm Austin, and their closures (in 2000 and 2005, respectively) are often cited as the cutoff point of the classical classic immersive sims (although Ion Storm's late titles ''Invisible War'' and ''Deadly Shadows'' are often contentious specimen). Most of the games in this period had been PC (mainly DOS and Windows) exclusives, which may be why some purists draw the line at the original ''Deus Ex'', after which the genre went MultiPlatform.
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As Warren Spector explains [[http://www.pcgamer.com/the-designers-of-dishonored-bioshock-2-and-deus-ex-swap-stories-about-making-pcs-most-complex-games/ here]], the immersive sim design paradigm runs counter to the entire traditional wisdom of video game design: instead of coming up with an innovative or, at least, an entertaining core mechanic first, and then building content and secondary mechanics around it, immersive sims rely on the interplay of a large number of mechanics and subsystems, most of which are not integrated with each other until very late in development. Ricard Bare in the same article compares making an immersive sim to making a stew, where each ingredient tastes meh on its own but awesome in combination. To continue with the food metaphor, the traditional game design wisdom, exemplified by most games, from indie hits to quintessential Nintendo titles, would be the ''[[https://en.wikipedia.org/wiki/Haute_cuisine haute cuisine]]'' of video games.

to:

As Warren Spector Creator/WarrenSpector explains [[http://www.pcgamer.com/the-designers-of-dishonored-bioshock-2-and-deus-ex-swap-stories-about-making-pcs-most-complex-games/ here]], the immersive sim design paradigm runs counter to the entire traditional wisdom of video game design: instead of coming up with an innovative or, at least, an entertaining core mechanic first, and then building content and secondary mechanics around it, immersive sims rely on the interplay of a large number of mechanics and subsystems, most of which are not integrated with each other until very late in development. Ricard Bare in the same article compares making an immersive sim to making a stew, where each ingredient tastes meh on its own but awesome in combination. To continue with the food metaphor, the traditional game design wisdom, exemplified by most games, from indie hits to quintessential Nintendo titles, would be the ''[[https://en.wikipedia.org/wiki/Haute_cuisine haute cuisine]]'' of video games.
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* '''Narrative''' provides the crucial context for the player's actions, and the games also strive to let players co-author their ''emergent'' narratives.

to:

* '''Narrative''' provides the crucial context for the player's actions, and the games also strive to let players co-author their ''emergent'' narratives.
{{emergent narrative}}s.
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Unfortunately, the commercial failures of ''Mankind Divided'', ''Dishonored 2'', and ''Prey'', followed by the closure/rebranding of Irrational, Eidos' apparent abandonment of ''Deus Ex'', and Arkane wrapping up the "Kaldwin era" arc of ''Dishonored'', mean that the second wave was effectively over by 2017, with only [=OtherSide=] still actively working on new entries in the genre, including ''System Shock 3''. The good news, however, is that while this specific genre has once more failed to root itself in the mainstream, the much broader notion of [[https://www.youtube.com/watch?v=SnpAAX9CkIc systemic gameplay]] appears to be on the rise across multiple genres.

to:

Unfortunately, the commercial failures of ''Mankind Divided'', ''Dishonored 2'', and ''Prey'', followed by the closure/rebranding of Irrational, Eidos' apparent abandonment of ''Deus Ex'', and Arkane wrapping up the "Kaldwin era" Era" arc of ''Dishonored'', mean meant that the second wave was effectively over by 2017, with only [=OtherSide=] still actively working on new entries in the genre, including ''System Shock 3''. The good news, however, is that while this specific genre has once more failed to root itself in the mainstream, the much broader notion of [[https://www.youtube.com/watch?v=SnpAAX9CkIc systemic gameplay]] appears to be on the rise across multiple genres.
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update



Unfortunately, the commercial failures of ''Mankind Divided'', ''Dishonored 2'', and ''Prey'', followed by the closure/rebranding of Irrational, Eidos' apparent abandonment of ''Deus Ex'', and Arkane wrapping up the "Kaldwin era" arc of ''Dishonored'', mean that the second wave is essentially over in 2017, with only [=OtherSide=] still actively working on new entries in the genre, ''VideoGame/UnderworldAscendant'' and ''System Shock 3''. The good news, however, is that while this specific genre has once more failed to root itself in the mainstream, the much broader notion of [[https://www.youtube.com/watch?v=SnpAAX9CkIc systemic gameplay]] appears to be on the rise across multiple genres.

to:

\n||''VideoGame/UnderworldAscendant'' ||[=OtherSide=] ||November 15, 2018 ||PC, Xbox One, [=PS4=] ||

Unfortunately, the commercial failures of ''Mankind Divided'', ''Dishonored 2'', and ''Prey'', followed by the closure/rebranding of Irrational, Eidos' apparent abandonment of ''Deus Ex'', and Arkane wrapping up the "Kaldwin era" arc of ''Dishonored'', mean that the second wave is essentially was effectively over in by 2017, with only [=OtherSide=] still actively working on new entries in the genre, ''VideoGame/UnderworldAscendant'' and including ''System Shock 3''. The good news, however, is that while this specific genre has once more failed to root itself in the mainstream, the much broader notion of [[https://www.youtube.com/watch?v=SnpAAX9CkIc systemic gameplay]] appears to be on the rise across multiple genres.
Is there an issue? Send a MessageReason:
None


Speaking of genre, the stew approach can also be observed in how many core [[UsefulNotes/MechanicsDynamicsAesthetics MDA aesthetics]] (unique combinations of which define most genres)[[note]]A bit of trivia: Marc [=LeBlanc=], who came up with the original "8 types of fun", a.k.a. gameplay aesthetics, worked on most of the seminal Looking Glass titles before that[[/note]] the immersive sims target at once:

to:

Speaking of genre, the stew approach can also be observed in how many core [[UsefulNotes/MechanicsDynamicsAesthetics MDA aesthetics]] (unique combinations of which define most genres)[[note]]A bit of trivia: genres)[[note]]Fun fact: Marc [=LeBlanc=], who came [=LeBlanc=] worked on most of Looking Glass' seminal titles prior to coming up with the original his "8 types of fun", a.k.a. which transformed into the gameplay aesthetics, worked on most aesthetics of the seminal Looking Glass titles before that[[/note]] MDA.[[/note]] the immersive sims target at once:
Is there an issue? Send a MessageReason:
None


Unfortunately, the commercial failures of ''Mankind Divided'', ''Dishonored 2'', and ''Prey'', followed by the closure/rebranding of Irrational, Eidos' apparent abandonment of ''Deus Ex'', and Arkane finishing the ''Dishonored'' story arc, mean that the second wave is essentially over in 2017, with only [=OtherSide=] still actively working on new entries in the genre, ''VideoGame/UnderworldAscendant'' and ''System Shock 3''. The good news, however, is that while this specific genre has once more failed to root itself in the mainstream, the much broader notion of [[https://www.youtube.com/watch?v=SnpAAX9CkIc systemic gameplay]] appears to be on the rise across multiple genres.

to:

Unfortunately, the commercial failures of ''Mankind Divided'', ''Dishonored 2'', and ''Prey'', followed by the closure/rebranding of Irrational, Eidos' apparent abandonment of ''Deus Ex'', and Arkane finishing wrapping up the ''Dishonored'' story arc, "Kaldwin era" arc of ''Dishonored'', mean that the second wave is essentially over in 2017, with only [=OtherSide=] still actively working on new entries in the genre, ''VideoGame/UnderworldAscendant'' and ''System Shock 3''. The good news, however, is that while this specific genre has once more failed to root itself in the mainstream, the much broader notion of [[https://www.youtube.com/watch?v=SnpAAX9CkIc systemic gameplay]] appears to be on the rise across multiple genres.
Is there an issue? Send a MessageReason:
None


Following the closure of Ion Storm, the genre went dormant for several years, although the break of creative continuity played a bigger role in it than the actual time gap (which was, in fact, shorter than the [[Analysis/WesternRPG dark ages]] between ''System Shock'' and ''Thief''). Ignoring the weird 2005 oddball (in every sense of this word) ''VideoGame/{{Pathologic}}'', it was the first wave survivor Irrational who brought the genre back under the spotlight with the original ''VideoGame/BioShock1'', although it wasn't until the other survivor, Arkane, released the original ''VideoGame/{{Dishonored}}'' that people started talking about a genre comeback and the "modern immersive sims".

to:

Following the closure of Ion Storm, the genre went dormant for several years, although the break of creative continuity played a bigger role in it than the actual time gap (which was, in fact, shorter than the [[Analysis/WesternRPG dark ages]] between ''System Shock'' and ''Thief''). Ignoring the weird 2005 oddball (in every sense of this word) ''VideoGame/{{Pathologic}}'', Ultimately, it was the first wave survivor Irrational who brought the genre back under the spotlight with the original ''VideoGame/BioShock1'', although it wasn't until the other survivor, Arkane, released the original ''VideoGame/{{Dishonored}}'' that people started talking about a genre comeback and the "modern immersive sims".
Is there an issue? Send a MessageReason:
None


The first wave consisted of the "classical immersive sims": ''VideoGame/UltimaUnderworld'', ''VideoGame/SystemShock'', ''VideoGame/{{Thief}}'', and ''VideoGame/DeusEx''. These were primarily created by Creator/LookingGlassStudios and Ion Storm Austin, and their closures (in 2000 and 2005, respectively) are often cited as the cutoff point of the classical immersive sims (although Ion Storm's late titles ''Invisible War'' and ''Deadly Shadows'' are often contentious specimen). Most of the games in this period had been PC (mainly DOS and Windows) exclusives, which may be why some purists draw the line at the original ''Deus Ex'', after which the genre went MultiPlatform.

to:

The first wave consisted of the "classical immersive sims": ''VideoGame/UltimaUnderworld'', ''VideoGame/SystemShock'', ''VideoGame/{{Thief}}'', and ''VideoGame/DeusEx''. These were primarily created by Creator/LookingGlassStudios and Ion Storm Creator/IonStorm Austin, and their closures (in 2000 and 2005, respectively) are often cited as the cutoff point of the classical immersive sims (although Ion Storm's late titles ''Invisible War'' and ''Deadly Shadows'' are often contentious specimen). Most of the games in this period had been PC (mainly DOS and Windows) exclusives, which may be why some purists draw the line at the original ''Deus Ex'', after which the genre went MultiPlatform.



||''VideoGame/DeusEx'' ||Ion Storm Austin ||June 17, 2000 ||PC ||

to:

||''VideoGame/DeusEx'' ||Ion Storm ||Creator/IonStorm Austin ||June 17, 2000 ||PC ||
Is there an issue? Send a MessageReason:
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Unfortunately, the commercial failures of ''Mankind Divided'', ''Dishonored 2'', and ''Prey'', followed by the closure/rebranding of Irrational, Eidos' apparent abandonment of ''Deus Ex'', and Arkane finishing the ''Dishonored'' story arc, mean that the second wave is essentially over in 2017, with only [=OtherSide=] still actively working on new entries in the genre, ''VideoGame/UnderworldAscendant'' and ''System Shock 3''. The good news, however, is that while this specific genre has once more failed to root itself in the mainstream, the much broader notion of [[https://www.youtube.com/watch?v=xrhmX5aQoPg systemic gameplay]] appears to be on the rise across multiple genres.

to:

Unfortunately, the commercial failures of ''Mankind Divided'', ''Dishonored 2'', and ''Prey'', followed by the closure/rebranding of Irrational, Eidos' apparent abandonment of ''Deus Ex'', and Arkane finishing the ''Dishonored'' story arc, mean that the second wave is essentially over in 2017, with only [=OtherSide=] still actively working on new entries in the genre, ''VideoGame/UnderworldAscendant'' and ''System Shock 3''. The good news, however, is that while this specific genre has once more failed to root itself in the mainstream, the much broader notion of [[https://www.youtube.com/watch?v=xrhmX5aQoPg com/watch?v=SnpAAX9CkIc systemic gameplay]] appears to be on the rise across multiple genres.
Is there an issue? Send a MessageReason:
None


Speaking of genre, the stew approach can also be observed in how many core [[Literature/MechanicsDynamicsAesthetics MDA aesthetics]] (unique combinations of which define most genres)[[note]]A bit of trivia: Marc [=LeBlanc=], who came up with the original "8 types of fun", a.k.a. gameplay aesthetics, worked on most of the seminal Looking Glass titles before that[[/note]] the immersive sims target at once:

to:

Speaking of genre, the stew approach can also be observed in how many core [[Literature/MechanicsDynamicsAesthetics [[UsefulNotes/MechanicsDynamicsAesthetics MDA aesthetics]] (unique combinations of which define most genres)[[note]]A bit of trivia: Marc [=LeBlanc=], who came up with the original "8 types of fun", a.k.a. gameplay aesthetics, worked on most of the seminal Looking Glass titles before that[[/note]] the immersive sims target at once:
Is there an issue? Send a MessageReason:
None


As Warren Spector explains [[http://www.pcgamer.com/the-designers-of-dishonored-bioshock-2-and-deus-ex-swap-stories-about-making-pcs-most-complex-games/ here]], immersive sim design approach runs utterly contrary to the traditional wisdom of video game design: instead of coming up with an innovative or, at least, an entertaining core mechanic first, and then building content and secondary mechanics around it, immersive sims rely on the interplay of a large number of mechanics and subsystems, most of which are not integrated with each other until very late in development. Ricard Bare in the same article compares making an immersive sim to making a stew, where each ingredient tastes meh on its own but awesome in combination. To continue the the food analogy, traditional game design wisdom, exemplified by a lot of games from indie hits to most successful Nintendo titles, would be ''[[https://en.wikipedia.org/wiki/Haute_cuisine haute cuisine]]'' of video games.

This distinction explains many of the difficulties historically faced by the genre. Because the stew only comes together as something delicious after all of its ingredients have been cut and mixed, producing an immersive sim takes a lot of time, during which no real assessment of the final product's quality can be made. This tends to discourage both (new) developers and the money-givers, who can neither focus-test, nor market the game until well into production. Marketing is also not helped any by the fact that immersive sims tend to hit too many bases genre-wise by design, confusing the target audiences as to what gameplay exactly they should expect from it. Last but not least, the emergent nature of the simulation requires a different type of thinking than what has been drilled into gamers by mechanically focused games of the past decades: in the article, Spector recalls how utterly stumped ''Deus Ex'' playtesters were by the game expecting them to co-author their own experience.

Speaking of genre, the stew approach can also be observed in how many core [[Literature/MechanicsDynamicsAesthetics gameplay aesthetics]] (unique combinations of which define most genres)[[note]]Interesting trivia bit: Marc [=LeBlanc=], who came up with the original "8 types of fun", a.k.a. gameplay aesthetics, worked on most of the seminal Looking Glass titles before that[[/note]] the immersive sims target at once:

to:

As Warren Spector explains [[http://www.pcgamer.com/the-designers-of-dishonored-bioshock-2-and-deus-ex-swap-stories-about-making-pcs-most-complex-games/ here]], the immersive sim design approach paradigm runs utterly contrary counter to the entire traditional wisdom of video game design: instead of coming up with an innovative or, at least, an entertaining core mechanic first, and then building content and secondary mechanics around it, immersive sims rely on the interplay of a large number of mechanics and subsystems, most of which are not integrated with each other until very late in development. Ricard Bare in the same article compares making an immersive sim to making a stew, where each ingredient tastes meh on its own but awesome in combination. To continue the with the food analogy, metaphor, the traditional game design wisdom, exemplified by a lot of games most games, from indie hits to most successful quintessential Nintendo titles, would be the ''[[https://en.wikipedia.org/wiki/Haute_cuisine haute cuisine]]'' of video games.

This distinction explains many of the difficulties historically faced by the genre. Because the stew only comes together as something delicious after all of its ingredients have every ingredient has been cut and mixed, producing an immersive sim takes a lot of time, during which no real assessment of the final product's quality can be made. This tends to discourage both (new) developers and the money-givers, who can neither focus-test, nor market the game until well into production. Marketing is also not helped any by the fact that immersive sims tend to hit too many bases genre-wise by design, confusing the target audiences as to what gameplay exactly they should expect from it. Last but not least, the emergent nature of the simulation requires a different type of thinking than what has been drilled into both gamers and designers by the mechanically focused games of the past decades: in the article, Spector recalls how utterly stumped ''Deus Ex'' playtesters were by the game expecting them to co-author their own experience.

Speaking of genre, the stew approach can also be observed in how many core [[Literature/MechanicsDynamicsAesthetics gameplay MDA aesthetics]] (unique combinations of which define most genres)[[note]]Interesting trivia bit: genres)[[note]]A bit of trivia: Marc [=LeBlanc=], who came up with the original "8 types of fun", a.k.a. gameplay aesthetics, worked on most of the seminal Looking Glass titles before that[[/note]] the immersive sims target at once:



* '''Fantasy''' is often just as important, especially in the 451 games, which often put the player in the shoes of a powerful agent out to fix the screwed-up game world.

to:

* '''Fantasy''' is often just as important, especially in the 451 games, which often put the player in the shoes of a powerful agent out to fix the screwed-up game world.



The only aesthetics that are not targeted by immersive sims are Fellowship and Competition, since the genre is traditionally a single-player experience (another reason why marketing-driven publishers avoid it), as well as Submission, which is antithetical to most aesthetics it goes for (particularly Challenge and Expression).

to:

The only aesthetics that are not targeted by immersive sims are Fellowship and Competition, since the genre is traditionally a single-player experience (another (yet another reason why for marketing-driven publishers to avoid it), as well as Submission, which is antithetical to most aesthetics it the genre goes for (particularly Challenge and Expression).
Is there an issue? Send a MessageReason:
None


Unfortunately, the commercial failures of ''Mankind Divided'', ''Dishonored 2'', and ''Prey'', followed by the closure/rebranding of Irrational, Eidos' apparent abandonment of ''Deus Ex'', and Arkane finishing the ''Dishonored'' story arc, mean that the second wave is essentially over in 2017, with only [=OtherSide=] still actively working on new entries in the genre, ''VideoGame/UnderworldAscendant'' and ''System Shock 3''.

to:

Unfortunately, the commercial failures of ''Mankind Divided'', ''Dishonored 2'', and ''Prey'', followed by the closure/rebranding of Irrational, Eidos' apparent abandonment of ''Deus Ex'', and Arkane finishing the ''Dishonored'' story arc, mean that the second wave is essentially over in 2017, with only [=OtherSide=] still actively working on new entries in the genre, ''VideoGame/UnderworldAscendant'' and ''System Shock 3''.
3''. The good news, however, is that while this specific genre has once more failed to root itself in the mainstream, the much broader notion of [[https://www.youtube.com/watch?v=xrhmX5aQoPg systemic gameplay]] appears to be on the rise across multiple genres.
Is there an issue? Send a MessageReason:
None


Unfortunately, the commercial failures of both ''Mankind Divided'', ''Dishonored 2'', and ''Prey'', followed by the closure/rebranding of Irrational, Eidos' apparent abandonment of ''Deus Ex'', and Arkane finishing the ''Dishonored'' story arc, mean that the second wave is essentially over in 2017, with only [=OtherSide=] still actively working on new entries in the genre, ''VideoGame/UnderworldAscendant'' and ''System Shock 3''.

to:

Unfortunately, the commercial failures of both ''Mankind Divided'', ''Dishonored 2'', and ''Prey'', followed by the closure/rebranding of Irrational, Eidos' apparent abandonment of ''Deus Ex'', and Arkane finishing the ''Dishonored'' story arc, mean that the second wave is essentially over in 2017, with only [=OtherSide=] still actively working on new entries in the genre, ''VideoGame/UnderworldAscendant'' and ''System Shock 3''.
Is there an issue? Send a MessageReason:
None


%%||''VideoGame/{{STALKER}}: Shadow of Chernobyl'' ||Creator/GSCGameWorld ||March 20, 2007 ||PC ||
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||''VideoGame/{{STALKER}}: Shadow of Chernobyl'' ||Creator/GSCGameWorld ||March 20, 2007 ||PC ||

to:

||''VideoGame/{{STALKER}}: %%||''VideoGame/{{STALKER}}: Shadow of Chernobyl'' ||Creator/GSCGameWorld ||March 20, 2007 ||PC ||
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!!Immersive sim: A stew, not ''haute cuisine''

to:

!!Immersive !Immersive sim: A stew, not ''haute cuisine''
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Added DiffLines:


!!Immersive sim: A stew, not ''haute cuisine''
As Warren Spector explains [[http://www.pcgamer.com/the-designers-of-dishonored-bioshock-2-and-deus-ex-swap-stories-about-making-pcs-most-complex-games/ here]], immersive sim design approach runs utterly contrary to the traditional wisdom of video game design: instead of coming up with an innovative or, at least, an entertaining core mechanic first, and then building content and secondary mechanics around it, immersive sims rely on the interplay of a large number of mechanics and subsystems, most of which are not integrated with each other until very late in development. Ricard Bare in the same article compares making an immersive sim to making a stew, where each ingredient tastes meh on its own but awesome in combination. To continue the the food analogy, traditional game design wisdom, exemplified by a lot of games from indie hits to most successful Nintendo titles, would be ''[[https://en.wikipedia.org/wiki/Haute_cuisine haute cuisine]]'' of video games.

This distinction explains many of the difficulties historically faced by the genre. Because the stew only comes together as something delicious after all of its ingredients have been cut and mixed, producing an immersive sim takes a lot of time, during which no real assessment of the final product's quality can be made. This tends to discourage both (new) developers and the money-givers, who can neither focus-test, nor market the game until well into production. Marketing is also not helped any by the fact that immersive sims tend to hit too many bases genre-wise by design, confusing the target audiences as to what gameplay exactly they should expect from it. Last but not least, the emergent nature of the simulation requires a different type of thinking than what has been drilled into gamers by mechanically focused games of the past decades: in the article, Spector recalls how utterly stumped ''Deus Ex'' playtesters were by the game expecting them to co-author their own experience.

Speaking of genre, the stew approach can also be observed in how many core [[Literature/MechanicsDynamicsAesthetics gameplay aesthetics]] (unique combinations of which define most genres)[[note]]Interesting trivia bit: Marc [=LeBlanc=], who came up with the original "8 types of fun", a.k.a. gameplay aesthetics, worked on most of the seminal Looking Glass titles before that[[/note]] the immersive sims target at once:

* '''Sensation''' is main-main aesthetic of immersive sim, which defines itself through immersing the player in a ''sense'' of place.
* '''Fantasy''' is often just as important, especially in the 451 games, which often put the player in the shoes of a powerful agent out to fix the screwed-up game world.
* '''Challenge''' comes in the distinct problems-not-puzzles variety, where the player is told what to accomplish, but not how to do so.
* '''Discovery''' is an obvious one, as the vast majority of the immersive sim gameplay concerns exploring the game world.
* '''Expression''' is the express goal of giving players as much agency in the world as possible.
* '''Narrative''' provides the crucial context for the player's actions, and the games also strive to let players co-author their ''emergent'' narratives.

The only aesthetics that are not targeted by immersive sims are Fellowship and Competition, since the genre is traditionally a single-player experience (another reason why marketing-driven publishers avoid it), as well as Submission, which is antithetical to most aesthetics it goes for (particularly Challenge and Expression).

Added: 74

Changed: 19

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||''VideoGame/Prey2017'' ||Arkane ||May 5, 2017 ||PC, Xbox One, [=PS4=] ||



Unfortunately, the commercial failures of both ''Mankind Divided'' and ''Dishonored 2'', followed by the closure/rebranding of Irrational, Eidos' apparent abandonment of ''Deus Ex'', and Arkane finishing the ''Dishonored'' story arc, mean that the second wave is essentially over in 2017, with only [=OtherSide=] still actively working on new entries in the genre, ''VideoGame/UnderworldAscendant'' and ''System Shock 3''.

to:

Unfortunately, the commercial failures of both ''Mankind Divided'' and Divided'', ''Dishonored 2'', and ''Prey'', followed by the closure/rebranding of Irrational, Eidos' apparent abandonment of ''Deus Ex'', and Arkane finishing the ''Dishonored'' story arc, mean that the second wave is essentially over in 2017, with only [=OtherSide=] still actively working on new entries in the genre, ''VideoGame/UnderworldAscendant'' and ''System Shock 3''.
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The first wave consisted of the "classical immersive sims": ''VideoGame/UltimaUnderworld'', ''VideoGame/SystemShock'', ''VideoGame/{{Thief}}'', and ''VideoGame/DeusEx''. The first wave was created primarily by Creator/LookingGlassStudios and Ion Storm Austin, and the closures of these two (in 2000 and 2005) are often cited as the cutoff point of the classical immersive sims (although Ion Storm's late titles ''Invisible War'' and ''Deadly Shadows'' are often contentious). Most of the games in the period had been PC (mainly DOS and Windows) exclusives, which may be why some purists draw the line at the original ''Deus Ex'', after which the genre went MultiPlatform.

to:

The first wave consisted of the "classical immersive sims": ''VideoGame/UltimaUnderworld'', ''VideoGame/SystemShock'', ''VideoGame/{{Thief}}'', and ''VideoGame/DeusEx''. The first wave was created These were primarily created by Creator/LookingGlassStudios and Ion Storm Austin, and the their closures of these two (in 2000 and 2005) 2005, respectively) are often cited as the cutoff point of the classical immersive sims (although Ion Storm's late titles ''Invisible War'' and ''Deadly Shadows'' are often contentious). contentious specimen). Most of the games in the this period had been PC (mainly DOS and Windows) exclusives, which may be why some purists draw the line at the original ''Deus Ex'', after which the genre went MultiPlatform.



Following the closure of Ion Storm, the genre went dormant for several years, although the break of creative continuity played a much bigger role here than the actual time gap (which was, in fact, shorter than the dark ages between ''System Shock'' and ''Thief''). Ignoring the weird 2005 oddball (in every sense of this word) ''VideoGame/{{Pathologic}}'', it was the first wave survivor Irrational who brought the genre back under the spotlight with the original ''VideoGame/BioShock1'', although it wasn't until the other survivor, Arkane, released the original ''VideoGame/{{Dishonored}}'' that people started talking about a genre comeback and the "modern immersive sims".

to:

Following the closure of Ion Storm, the genre went dormant for several years, although the break of creative continuity played a much bigger role here in it than the actual time gap (which was, in fact, shorter than the [[Analysis/WesternRPG dark ages ages]] between ''System Shock'' and ''Thief''). Ignoring the weird 2005 oddball (in every sense of this word) ''VideoGame/{{Pathologic}}'', it was the first wave survivor Irrational who brought the genre back under the spotlight with the original ''VideoGame/BioShock1'', although it wasn't until the other survivor, Arkane, released the original ''VideoGame/{{Dishonored}}'' that people started talking about a genre comeback and the "modern immersive sims".



Unfortunately, the commercial failures of both ''Mankind Divided'' and ''Dishonored 2'', followed by the closure/rebranding of Irrational, Eidos' apparent abandonment of ''Deus Ex'', and Arkane finishing the ''Dishonored'' story arc, mean that the second wave is essentially over in 2017, with only [=OtherSide=] still actively working on new additions to the genre, ''VideoGame/UnderworldAscendant'' and ''System Shock 3''.

to:

Unfortunately, the commercial failures of both ''Mankind Divided'' and ''Dishonored 2'', followed by the closure/rebranding of Irrational, Eidos' apparent abandonment of ''Deus Ex'', and Arkane finishing the ''Dishonored'' story arc, mean that the second wave is essentially over in 2017, with only [=OtherSide=] still actively working on new additions to entries in the genre, ''VideoGame/UnderworldAscendant'' and ''System Shock 3''.
Is there an issue? Send a MessageReason:
None


Following the closure of Ion Storm, the genre went dormant for several years, although the break of creative continuity played a much bigger role here than the actual time gap (which was, in fact, shorter than the dark ages between ''System Shock'' and ''Thief''). Ignoring the weird 2005 oddball (in every sense of this word) ''VideoGame/{{Pathologic}}'', it was the first wave survivor Irrational who brought the genre back under the spotlight with the original ''VideoGame/BioShock1'', although it wasn't until the other survivor, Arkane, brought out the original ''VideoGame/{{Dishonored}}'' that people started talking about a genre comeback and the "modern immersive sims".

to:

Following the closure of Ion Storm, the genre went dormant for several years, although the break of creative continuity played a much bigger role here than the actual time gap (which was, in fact, shorter than the dark ages between ''System Shock'' and ''Thief''). Ignoring the weird 2005 oddball (in every sense of this word) ''VideoGame/{{Pathologic}}'', it was the first wave survivor Irrational who brought the genre back under the spotlight with the original ''VideoGame/BioShock1'', although it wasn't until the other survivor, Arkane, brought out released the original ''VideoGame/{{Dishonored}}'' that people started talking about a genre comeback and the "modern immersive sims".



Unfortunately, the commercial failures of both ''Mankind Divided'' and ''Dishonored 2'', followed by the closure/rebranding of Irrational, Eidos' apparent abandonment of ''Deus Ex'', and Arkane finishing the core ''Dishonored'' story arc, mean that the second wave is essentially over in 2017, with only [=OtherSide=] still actively working on original additions to the genre, ''VideoGame/UnderworldAscendant'' and ''System Shock 3''.

to:

Unfortunately, the commercial failures of both ''Mankind Divided'' and ''Dishonored 2'', followed by the closure/rebranding of Irrational, Eidos' apparent abandonment of ''Deus Ex'', and Arkane finishing the core ''Dishonored'' story arc, mean that the second wave is essentially over in 2017, with only [=OtherSide=] still actively working on original new additions to the genre, ''VideoGame/UnderworldAscendant'' and ''System Shock 3''.
Is there an issue? Send a MessageReason:
None


Following the closure of Ion Storm, the genre went dormant for several years, although the break of creative continuity played a much bigger role here than the actual time gap (which was, in fact, shorter than the dark ages between ''System Shock'' and ''Thief''). Ignoring the weird 2005 oddball (in every sense of this word) ''VideoGame/{{Pathologic}}'', it was the first wave survivor Irrational who brought the genre back under the spotlight with the original ''VideoGame/BioShock1'', although it wasn't until the other survivor, Arkane, brought out the original ''VideoGame/{{Dishonored}}'' that people started talking about a genre comeback.

to:

Following the closure of Ion Storm, the genre went dormant for several years, although the break of creative continuity played a much bigger role here than the actual time gap (which was, in fact, shorter than the dark ages between ''System Shock'' and ''Thief''). Ignoring the weird 2005 oddball (in every sense of this word) ''VideoGame/{{Pathologic}}'', it was the first wave survivor Irrational who brought the genre back under the spotlight with the original ''VideoGame/BioShock1'', although it wasn't until the other survivor, Arkane, brought out the original ''VideoGame/{{Dishonored}}'' that people started talking about a genre comeback.
comeback and the "modern immersive sims".
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Added DiffLines:

!A brief timeline of the immersive sims
According to [[http://www.blog.radiator.debacle.us/2017/10/the-second-death-of-immersive-sim-2007.html this article]], 2017 saw the folding of the first renaissance, or "second wave", of immersive sims. Indeed, the genre's history can be subdivided into two distinct waves.

The first wave consisted of the "classical immersive sims": ''VideoGame/UltimaUnderworld'', ''VideoGame/SystemShock'', ''VideoGame/{{Thief}}'', and ''VideoGame/DeusEx''. The first wave was created primarily by Creator/LookingGlassStudios and Ion Storm Austin, and the closures of these two (in 2000 and 2005) are often cited as the cutoff point of the classical immersive sims (although Ion Storm's late titles ''Invisible War'' and ''Deadly Shadows'' are often contentious). Most of the games in the period had been PC (mainly DOS and Windows) exclusives, which may be why some purists draw the line at the original ''Deus Ex'', after which the genre went MultiPlatform.

|| '''Title''' || '''Developer''' || '''Release date''' || '''Platforms''' ||
||''VideoGame/UltimaUnderworld: The Stygian Abyss'' ||Creator/{{Looking Glass|Studios}} ||March 1992 ||PC ||
||''Ultima Underworld II: Labyrinth of Worlds'' ||Looking Glass ||January 1993 ||PC ||
||''VideoGame/SystemShock'' ||Looking Glass ||September 23, 1994 ||PC ||
||''VideoGame/ThiefTheDarkProject'' ||Looking Glass ||November 30, 1998 ||PC ||
||''System Shock 2'' ||Creator/{{Irrational|Games}} ||August 11, 1999 ||PC ||
||''VideoGame/ThiefIITheMetalAge'' ||Looking Glass ||March 23, 2000 ||PC ||
||''VideoGame/DeusEx'' ||Ion Storm Austin ||June 17, 2000 ||PC ||
||''VideoGame/ArxFatalis'' ||Creator/{{Arkane|Studios}} ||June 28, 2002 ||PC, Xbox ||
||''VideoGame/DeusExInvisibleWar'' ||Ion Storm Austin ||December 2, 2003 ||PC, Xbox ||
||''VideoGame/ThiefDeadlyShadows'' ||Ion Storm Austin ||May 25, 2004 ||PC, Xbox ||

Following the closure of Ion Storm, the genre went dormant for several years, although the break of creative continuity played a much bigger role here than the actual time gap (which was, in fact, shorter than the dark ages between ''System Shock'' and ''Thief''). Ignoring the weird 2005 oddball (in every sense of this word) ''VideoGame/{{Pathologic}}'', it was the first wave survivor Irrational who brought the genre back under the spotlight with the original ''VideoGame/BioShock1'', although it wasn't until the other survivor, Arkane, brought out the original ''VideoGame/{{Dishonored}}'' that people started talking about a genre comeback.

|| '''Title''' || '''Developer''' || '''Release date''' || '''Platforms''' ||
||''VideoGame/{{STALKER}}: Shadow of Chernobyl'' ||Creator/GSCGameWorld ||March 20, 2007 ||PC ||
||''VideoGame/BioShock1'' ||Irrational ||August 21, 2007 ||PC, Xbox 360, [=PS3=], Xbox One, [=PS4=] ||
||''VideoGame/BioShock2'' ||2K Marin ||February 9, 2010 ||PC, Xbox 360, [=PS3=], Xbox One, [=PS4=] ||
||''VideoGame/DeusExHumanRevolution'' ||Eidos Montreal ||August 23, 2011 ||PC, Xbox 360, [=PS3=], Xbox One, [=PS4=] ||
||''VideoGame/{{Dishonored}}'' ||Arkane ||October 9, 2012 ||PC, Xbox 360, [=PS3=], Xbox One, [=PS4=] ||
||''VideoGame/DeusExMankindDivided'' ||Eidos Montreal ||August 23, 2016 ||PC, Xbox One, [=PS4=] ||
||''VideoGame/Dishonored2'' ||Arkane ||November 11, 2016 ||PC, Xbox One, [=PS4=] ||
||''VideoGame/DishonoredDeathOfTheOutsider'' ||Arkane ||September 15, 2017 ||PC, Xbox One, [=PS4=] ||

Unfortunately, the commercial failures of both ''Mankind Divided'' and ''Dishonored 2'', followed by the closure/rebranding of Irrational, Eidos' apparent abandonment of ''Deus Ex'', and Arkane finishing the core ''Dishonored'' story arc, mean that the second wave is essentially over in 2017, with only [=OtherSide=] still actively working on original additions to the genre, ''VideoGame/UnderworldAscendant'' and ''System Shock 3''.
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