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* '''Consistency'''. As noted above, special cases and one-offs are generally few and far in-between: e.g. there are no {{Invisible Wall}}s and no GameplayAllyImmortality -- but even if an important NPC bites the dust, there is no GameOver, and the simulation [[AnyoneCanDie just carries on]]. In fact, player character's death is often the only explicit failure state.

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* '''Consistency'''. As noted above, special cases and one-offs are generally few and far in-between: e.g. there are no {{Invisible Wall}}s and no GameplayAllyImmortality StoryDrivenInvulnerability -- but even if an important NPC bites the dust, there is no GameOver, and the simulation [[AnyoneCanDie just carries on]]. In fact, player character's death is often the only explicit failure state.
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* '''High level of player agency'''. Players are thrown into the virtual space and given goals to achieve and tools to use, but no predetermined paths to follow. Instead, they are expected to explore and to find the best way to reach their goal in a [[CombatDiplomacyStealth manner]] that best suits the tools and resources they have, relying on creativity and improvisation instead of on guessing the "correct" solution. The designers may offer some entry points and starting suggestions, in order to avoid overwhelming the players, but these are never rigid paths to be followed for the rest of the level (or even the game).

to:

* '''High level of player agency'''. Players are thrown into the virtual space and given goals to achieve and tools to use, but no predetermined paths to follow. Instead, they are expected to explore and to find the best way to reach their goal in a [[CombatDiplomacyStealth manner]] that best suits way]] to reach their objectives with the tools and resources they have, relying on creativity and improvisation instead of rather than on guessing the "correct" solution. The designers may offer some entry points and starting suggestions, in order to avoid overwhelming the players, but these are never rigid paths to be followed for the rest of the level (or even the game).
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* '''High reactivity'''. The game world [[ChoiceAndConsequenceSystem reacts to the player's actions]] and observably evolves over time. StoryBranching often occurs not via explicit (dialogue) choices, but through gameplay actions, including ones that may appear like SequenceBreaking at first.

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* '''High reactivity'''. The game world [[ChoiceAndConsequenceSystem reacts to the player's actions]] and observably evolves over time. StoryBranching often occurs not via explicit (dialogue) choices, but through gameplay actions, including ones that [[DevelopersForesight may appear appear]] like SequenceBreaking at first.
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** ''VideoGame/BioShockInfinite'', on the other hand, is generally ''not'' considered part of the genre, due to its extremely linear level progression and heavy emphasis on FirstPersonShooter mechanics. Its two-part DLC ''BioShockInfinite/BurialAtSea'', however, was a deliberate return both to Rapture and to the immersive sim mechanics of the previous two games (part two even includes a challenge "1998 Mode" as a throwback to the original ''Thief'').[[index]]

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** ''VideoGame/BioShockInfinite'', on the other hand, is generally ''not'' considered part of the genre, due to its extremely linear level progression and heavy emphasis on FirstPersonShooter combat mechanics. Its two-part DLC ''BioShockInfinite/BurialAtSea'', however, was a deliberate return both to Rapture and to the immersive sim mechanics of the previous two games (part two even includes a challenge "1998 Mode" as a throwback to the original ''Thief'').[[index]]
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** The [[VideoGame/Thief2014 2014 reboot]] by Eidos Montreal, however, is not considered part of the genre anymore, for much the same reasons as ''[=BioShock=] Infinite'': more linear level traversal with less exploration appeal; reliance of scripted events; reactive, rather than proactive AI; and a smaller, yet more specialized toolset to overcome challenges. One change that is often cited to illustrate the difference between simulated and scripted worlds is that the [[TrickArrow rope arrows]] in the new ''Thief'' can only be attached to hotspots placed by the level designers, rather than to ''any'' wooden surface, like in the older games.[[index]]

to:

** The [[VideoGame/Thief2014 2014 reboot]] by Eidos Montreal, however, is not considered part of the genre anymore, for much the same reasons as ''[=BioShock=] Infinite'': more linear level traversal with less exploration appeal; reliance of scripted events; reactive, rather than proactive AI; and a smaller, yet more specialized toolset to overcome challenges. One change that is often cited to illustrate the difference between simulated and scripted worlds is that the [[TrickArrow rope arrows]] in the new ''Thief'' can only be attached to hotspots placed by the level designers, rather than to ''any'' wooden surface, surface (including freely moveable wooden crates), like in the older games.[[index]]
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Because the term "immersive sim" has been so obscure for many years, most games in this genre are traditionally filed under FirstPersonShooter, StealthBasedGame, or WesternRPG labels. On a final note, many games in the WideOpenSandbox and {{Stealth|BasedGame}} genres tend to incorporate elements of immersive sims without going too deep into the EmergentGameplay territory. Examples of these include Creator/{{Bethesda}}'s [[NPCScheduling Radiant AI]]-based [=RPGs=] (''Franchise/TheElderScrolls'' from part four onward, ''VideoGame/Fallout3'' et seq.) and the ''VideoGame/{{Hitman}}'' series. For more details on the genre, see Mark Brown's [[https://www.youtube.com/watch?v=kbyTOAlhRHk video]] and Wiki/TheOtherWiki's [[https://en.wikipedia.org/wiki/Immersive_sim article]] on the topic.

to:

Because the term "immersive sim" has been so obscure for many years, most games in this genre are traditionally filed under FirstPersonShooter, StealthBasedGame, or WesternRPG labels. On a final note, many games in the WideOpenSandbox and {{Stealth|BasedGame}} genres tend to incorporate elements of immersive sims without going too deep into the EmergentGameplay territory. Examples of these include Creator/{{Bethesda}}'s [[NPCScheduling Radiant AI]]-based [=RPGs=] (''Franchise/TheElderScrolls'' from part four onward, ''VideoGame/Fallout3'' et seq.) and the ''VideoGame/{{Hitman}}'' series. For more details on the genre, see Mark Brown's [[https://www.youtube.com/watch?v=kbyTOAlhRHk video]] and Wiki/TheOtherWiki's [[https://en.wikipedia.org/wiki/Immersive_sim article]] on the topic.
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Because the term "immersive sim" has been so obscure for many years, most games in this genre are traditionally filed under FirstPersonShooter, StealthBasedGame, or WesternRPG labels. On a final note, many games in the WideOpenSandbox and {{Stealth|BasedGame}} genres tend to incorporate elements of immersive sims without going all the way. Examples of these include Creator/{{Bethesda}}'s [[NPCScheduling Radiant AI]]-based [=RPGs=] (''Franchise/TheElderScrolls'' from part four onwards, ''VideoGame/Fallout3'' et seq.) and the ''VideoGame/{{Hitman}}'' series. For more details on the genre, see Mark Brown's [[https://www.youtube.com/watch?v=kbyTOAlhRHk video]] and Wiki/TheOtherWiki's [[https://en.wikipedia.org/wiki/Immersive_sim article]] on the topic.

to:

Because the term "immersive sim" has been so obscure for many years, most games in this genre are traditionally filed under FirstPersonShooter, StealthBasedGame, or WesternRPG labels. On a final note, many games in the WideOpenSandbox and {{Stealth|BasedGame}} genres tend to incorporate elements of immersive sims without going all too deep into the way. EmergentGameplay territory. Examples of these include Creator/{{Bethesda}}'s [[NPCScheduling Radiant AI]]-based [=RPGs=] (''Franchise/TheElderScrolls'' from part four onwards, onward, ''VideoGame/Fallout3'' et seq.) and the ''VideoGame/{{Hitman}}'' series. For more details on the genre, see Mark Brown's [[https://www.youtube.com/watch?v=kbyTOAlhRHk video]] and Wiki/TheOtherWiki's [[https://en.wikipedia.org/wiki/Immersive_sim article]] on the topic.
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* '''High systemicity'''. The game is governed by global rules (such as the UsefulNotes/PhysicsEngine and NPCScheduling), properties, and mechanics that work consistently throughout, with minimal use of systemic exceptions like {{Scripted Event}}s, one-off animations, and cutscene set pieces. Immersive sims also tend to recycle previously introduced elements and obstacles in different contexts.

to:

* '''High systemicity'''. The game is governed by global rules (such as the UsefulNotes/PhysicsEngine and NPCScheduling), properties, and mechanics that work consistently throughout, with minimal use of systemic exceptions like {{Scripted Event}}s, [[VideogameSetpiece one-off animations, animations]], and cutscene set pieces.{{cutscene}} setpieces. Immersive sims also tend to recycle previously introduced elements and obstacles in different contexts.
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* '''High systemicity'''. The game is governed by global rules (such as the UsefulNotes/PhysicsEngine and NPCScheduling), properties, and mechanics that work consistently throughout, with minimal use of systemic exceptions like scripted events, one-off animations, and cutscene set pieces. Immersive sims also tend to recycle previously introduced elements and obstacles in different contexts.

to:

* '''High systemicity'''. The game is governed by global rules (such as the UsefulNotes/PhysicsEngine and NPCScheduling), properties, and mechanics that work consistently throughout, with minimal use of systemic exceptions like scripted events, {{Scripted Event}}s, one-off animations, and cutscene set pieces. Immersive sims also tend to recycle previously introduced elements and obstacles in different contexts.
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Because the genre had historically evolved under the expectation that VirtualReality technology was just around the corner, games in it tend to feature UnbrokenFirstPersonPerspective and {{Diegetic Interface}}s to improve their PlayerAndProtagonistIntegration (although this is not a requirement). {{Exposition}} and WorldBuilding tend to be handled through [[EnvironmentalNarrativeGame environmental storytelling]], with StoryBreadcrumbs scattered throughout the game world to encourage exploration thereof (BackTracking is a common activity). Many games in this genre also contain nods to the number [[https://www.youtube.com/watch?v=zAtAyycx-uY 0451]], commonly used as the first password the player uses, referencing the original ''VideoGame/SystemShock'' (where it was, in turn, a reference to ''Literature/Fahrenheit451'').

to:

Because the genre had historically evolved under the expectation that VirtualReality technology was just around the corner, games in it tend to feature UnbrokenFirstPersonPerspective and {{Diegetic Interface}}s to improve their PlayerAndProtagonistIntegration (although this is not a requirement). {{Exposition}} and WorldBuilding tend to be handled through [[EnvironmentalNarrativeGame environmental storytelling]], with StoryBreadcrumbs scattered throughout the game world to encourage exploration thereof (BackTracking is a common activity). Many games in this genre also contain nods to the number [[https://www.youtube.com/watch?v=zAtAyycx-uY 0451]], commonly used 0451]] (often as the first password the player uses, uses), referencing the original ''VideoGame/SystemShock'' (where it was, in turn, a reference to ''Literature/Fahrenheit451'').
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* '''Emergence'''. Interactions between various game subsystems facilitate emergent combinations thereof that the developers did not explicitly code into the game. Combined with high player agency, this also enables the UnexpectedlyRealisticGameplay characteristic of the genre.

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* '''Emergence'''. Interactions between various game subsystems facilitate [[EmergentGameplay emergent combinations combinations]] thereof that the developers did not explicitly code into the game. Combined with high player agency, this also enables the UnexpectedlyRealisticGameplay characteristic of the genre.

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Because the genre had historically evolved under the expectation that VirtualReality technology was just around the corner, games in it tend to feature UnbrokenFirstPersonPerspective and {{Diegetic Interface}}s to improve their PlayerAndProtagonistIntegration (although this is not a requirement). {{Exposition}} and WorldBuilding tend to be handled through [[EnvironmentalNarrativeGame environmental storytelling]], with StoryBreadcrumbs scattered throughout the game world to encourage exploration thereof (BackTracking is a common activity). Many games in this genre also contain nods to the number [[https://www.youtube.com/watch?v=zAtAyycx-uY 0451]], referencing the original ''VideoGame/SystemShock'' (where it was, in turn, a reference to ''Literature/Fahrenheit451'').

to:

Because the genre had historically evolved under the expectation that VirtualReality technology was just around the corner, games in it tend to feature UnbrokenFirstPersonPerspective and {{Diegetic Interface}}s to improve their PlayerAndProtagonistIntegration (although this is not a requirement). {{Exposition}} and WorldBuilding tend to be handled through [[EnvironmentalNarrativeGame environmental storytelling]], with StoryBreadcrumbs scattered throughout the game world to encourage exploration thereof (BackTracking is a common activity). Many games in this genre also contain nods to the number [[https://www.youtube.com/watch?v=zAtAyycx-uY 0451]], commonly used as the first password the player uses, referencing the original ''VideoGame/SystemShock'' (where it was, in turn, a reference to ''Literature/Fahrenheit451'').
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* ''VideoGame/ArxFatalis'' (2002, Creator/{{Arkane|Studios}}), intended as a SpiritualSuccessor to ''Ultima Underworld'', is likewise set in a giant underground cavern populated by a simulated FantasyKitchenSink of various creatures. The player character's task is to find a way to prevent the arrival of a GodOfEvil by manipulating the game systems to obtain a weapon strong enough to banish him. Notably, there is no dialogue system, and the player instead makes StoryBranching choices, including different quest resolutions exclusively through in-game actions.
* ''VideoGame/BioShock1'' (2007, Creator/{{Irrational|Games}}) sees the player trapped in an underwater city of Rapture, once utopian, but now fallen to anarchy and civil war. It features a simulated ecosystem of splicers, Big Daddies, and Little Sisters, and although split into distinct areas, they can still be traversed in many ways and most previous ones remain accessible (although there is rarely any point in returning).

to:

* ''VideoGame/ArxFatalis'' (2002, Creator/{{Arkane|Studios}}), intended as a SpiritualSuccessor to ''Ultima Underworld'', is likewise set in a giant underground cavern populated by a simulated FantasyKitchenSink of various creatures. The player character's task is to find a way to prevent the arrival of a GodOfEvil by manipulating the game systems to obtain a weapon strong enough to banish him. Notably, there is no dialogue system, and the player instead makes StoryBranching choices, including different quest resolutions resolutions, exclusively through in-game actions.
* ''VideoGame/BioShock1'' (2007, Creator/{{Irrational|Games}}) sees the player trapped in an underwater city UnderwaterCity of Rapture, once utopian, but now fallen to anarchy and civil war. It features a simulated ecosystem of splicers, Big Daddies, and Little Sisters, and although split into distinct areas, they can still be traversed in many ways and most previous ones remain accessible (although there is rarely any point in returning).
Is there an issue? Send a MessageReason:
None


Because the term "immersive sim" has been so obscure for many years, most games in this genre are traditionally filed under FirstPersonShooter, StealthBasedGame, or WesternRPG labels. On a final note, many games in the WideOpenSandbox and {{Stealth|BasedGame}} genres tend to incorporate elements of immersive sims without going all the way. Examples of these include Creator/{{Bethesda}}'s [[NPCScheduling Radiant AI]]-based [=RPGs=] (''Franchise/TheElderScrolls'' from part four onwards, ''VideoGame/Fallout3'' et seq.) and the ''VideoGame/{{Hitman}}'' series. For more details on the genre, see Mark Brown's [[https://www.youtube.com/watch?v=kbyTOAlhRHk video]] on the topic and TheOtherWiki's [[https://en.wikipedia.org/wiki/Immersive_sim article]] on it.

to:

Because the term "immersive sim" has been so obscure for many years, most games in this genre are traditionally filed under FirstPersonShooter, StealthBasedGame, or WesternRPG labels. On a final note, many games in the WideOpenSandbox and {{Stealth|BasedGame}} genres tend to incorporate elements of immersive sims without going all the way. Examples of these include Creator/{{Bethesda}}'s [[NPCScheduling Radiant AI]]-based [=RPGs=] (''Franchise/TheElderScrolls'' from part four onwards, ''VideoGame/Fallout3'' et seq.) and the ''VideoGame/{{Hitman}}'' series. For more details on the genre, see Mark Brown's [[https://www.youtube.com/watch?v=kbyTOAlhRHk video]] on the topic and TheOtherWiki's Wiki/TheOtherWiki's [[https://en.wikipedia.org/wiki/Immersive_sim article]] on it.the topic.

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* ''VideoGame/{{Dishonored}}'' (2012, Arkane) is set in the [[ThePlague plague-stricken]] city of Dunwall and follows the ''Thief'' model of levels clearly separated by mission, with each level simulating the behavior of city guards, civilians, zombie-like weepers, and wildlife (e.g. rats). Unlike in ''Thief'', the player character Corvo Attano may use both stealth, and open violence, or any combination of the two to achieve to assassinate (or otherwise put out of commission) his marks. The ''Knife of Dunwall'' and ''Brigmore Witches'' DLC duology starring the assassin Daud follows the same model, at one point even simulating an all-out MobWar between two Dunwall gangs.

to:

* The ''Franchise/DishonoredSeries'' by Creator/ArkaneStudios was one of the many games that revived this genre for TheNewTens becoming a GatewaySeries for gamers unfamiliar with the genre as well as updating it to accommodate fast-paced playstyles. Unlike ''Thief'', the PlayerCharacter may use both stealth, and open violence, or any combination of the two to achieve to assassinate (or otherwise put out of commission) his marks, he can also use magical and analogue devices and means to achieve his goals.
**
''VideoGame/{{Dishonored}}'' (2012, Arkane) is set in the [[ThePlague plague-stricken]] city of Dunwall and follows the ''Thief'' model of levels clearly separated by mission, with each level simulating the behavior of city guards, civilians, zombie-like weepers, and wildlife (e.g. rats). Unlike in ''Thief'', the player character Corvo Attano may use both stealth, and open violence, or any combination of the two to achieve to assassinate (or otherwise put out of commission) his marks. The ''Knife of Dunwall'' and ''Brigmore Witches'' DLC duology starring the assassin Daud follows the same model, at one point even simulating an all-out MobWar between two Dunwall gangs.
Is there an issue? Send a MessageReason:
None


Because the genre had historically evolved under the expectation that VirtualReality technology was just around the corner, games in it tend to feature UnbrokenFirstPersonPerspective and {{Diegetic Interface}}s to improve their PlayerAndProtagonistIntegration (although this is not a requirement). {{Exposition}} and WorldBuilding tend to be handled through [[EnvironmentalNarrativeGame environmental storytelling]], with StoryBreadcrumbs scattered throughout the game world in order to encourage exploration thereof (BackTracking is a common activity). Many games in this genre also contain nods to the number [[https://www.youtube.com/watch?v=zAtAyycx-uY 0451]], referencing the original ''VideoGame/SystemShock'' (where it was, in turn, a reference to ''Literature/Fahrenheit451'').

to:

Because the genre had historically evolved under the expectation that VirtualReality technology was just around the corner, games in it tend to feature UnbrokenFirstPersonPerspective and {{Diegetic Interface}}s to improve their PlayerAndProtagonistIntegration (although this is not a requirement). {{Exposition}} and WorldBuilding tend to be handled through [[EnvironmentalNarrativeGame environmental storytelling]], with StoryBreadcrumbs scattered throughout the game world in order to encourage exploration thereof (BackTracking is a common activity). Many games in this genre also contain nods to the number [[https://www.youtube.com/watch?v=zAtAyycx-uY 0451]], referencing the original ''VideoGame/SystemShock'' (where it was, in turn, a reference to ''Literature/Fahrenheit451'').
Is there an issue? Send a MessageReason:
None


Because the genre had historically evolved under the expectation that VirtualReality technology was just around the corner, games in it tend to feature UnbrokenFirstPersonPerspective and {{Diegetic Interface}}s to improve their PlayerAndProtagonistIntegration (although this is not a requirement). {{Exposition}} and WorldBuilding tend to be handled through [[EnvironmentalNarrativeGame environmental storytelling]] and StoryBreadcrumbs scattered throughout the game world in order to encourage exploration thereof (BackTracking is a common activity). Many games in this genre also contain nods to the number [[https://www.youtube.com/watch?v=zAtAyycx-uY 0451]], referencing the original ''VideoGame/SystemShock'' (where it was, in turn, a reference to ''Literature/Fahrenheit451'').

to:

Because the genre had historically evolved under the expectation that VirtualReality technology was just around the corner, games in it tend to feature UnbrokenFirstPersonPerspective and {{Diegetic Interface}}s to improve their PlayerAndProtagonistIntegration (although this is not a requirement). {{Exposition}} and WorldBuilding tend to be handled through [[EnvironmentalNarrativeGame environmental storytelling]] and storytelling]], with StoryBreadcrumbs scattered throughout the game world in order to encourage exploration thereof (BackTracking is a common activity). Many games in this genre also contain nods to the number [[https://www.youtube.com/watch?v=zAtAyycx-uY 0451]], referencing the original ''VideoGame/SystemShock'' (where it was, in turn, a reference to ''Literature/Fahrenheit451'').
Is there an issue? Send a MessageReason:
None


* '''High level of player agency'''. Players are thrown into the virtual space and given goals to achieve and tools to use, but no predetermined paths to follow. Instead, they are expected to explore and to find the best way to reach their goal in a [[CombatDiplomacyStealth manner that best suits]] the tools and resources they currently have, relying on creativity and improvisation instead of on guessing the "correct" solution. The designers may offer some entry points and starting suggestions, in order to avoid overwhelming the players, but these are never rigid paths to be followed for the rest of the level (or even the game).

to:

* '''High level of player agency'''. Players are thrown into the virtual space and given goals to achieve and tools to use, but no predetermined paths to follow. Instead, they are expected to explore and to find the best way to reach their goal in a [[CombatDiplomacyStealth manner manner]] that best suits]] suits the tools and resources they currently have, relying on creativity and improvisation instead of on guessing the "correct" solution. The designers may offer some entry points and starting suggestions, in order to avoid overwhelming the players, but these are never rigid paths to be followed for the rest of the level (or even the game).
Is there an issue? Send a MessageReason:
None


* '''High level of player agency'''. Players are thrown into the virtual space and given goals to achieve and tools to use, but no predetermined paths to follow. Instead, they are expected to explore and to find the best way to reach their goal in a [[CombatDiplomacyStealth manner that best suits]] the tools and resources currently available to them, relying on creativity and improvisation instead of on guessing the "correct" solution. The designers may offer some entry points and starting suggestions, in order to avoid overwhelming the players, but these are never rigid paths to be followed for the rest of the level (or even the game).

to:

* '''High level of player agency'''. Players are thrown into the virtual space and given goals to achieve and tools to use, but no predetermined paths to follow. Instead, they are expected to explore and to find the best way to reach their goal in a [[CombatDiplomacyStealth manner that best suits]] the tools and resources they currently available to them, have, relying on creativity and improvisation instead of on guessing the "correct" solution. The designers may offer some entry points and starting suggestions, in order to avoid overwhelming the players, but these are never rigid paths to be followed for the rest of the level (or even the game).
Is there an issue? Send a MessageReason:
None


* '''High level of player agency'''. Players are thrown into the virtual space and given goals to achieve and tools to use, but no predetermined paths to follow. Instead, they are expected to explore and to find the best way to reach their goal in a manner that best suits their [[CombatDiplomacyStealth current tactics and playstyle]], relying on creativity and improvisation instead of on guessing the "correct" solution. The designers may offer some entry points and starting suggestions, in order to avoid overwhelming the players, but these are never rigid paths to be followed for the rest of the level (or even the game).

to:

* '''High level of player agency'''. Players are thrown into the virtual space and given goals to achieve and tools to use, but no predetermined paths to follow. Instead, they are expected to explore and to find the best way to reach their goal in a manner that best suits their [[CombatDiplomacyStealth current tactics manner that best suits]] the tools and playstyle]], resources currently available to them, relying on creativity and improvisation instead of on guessing the "correct" solution. The designers may offer some entry points and starting suggestions, in order to avoid overwhelming the players, but these are never rigid paths to be followed for the rest of the level (or even the game).
Is there an issue? Send a MessageReason:
None


* '''High level of player agency'''. Players are thrown into the virtual space and given goals to achieve and tools to use, but no predetermined paths to follow. Instead, they are expected to explore and to find the best way to reach their goal in a manner that best suits their [[CombatDiplomacyStealth current tactics and playstyle]], relying on creativity and improvisation instead of finding the "correct" solution. The designers may offer some entry points and starting suggestions, in order to avoid overwhelming the players, but these are never rigid paths to be followed for the rest of the level (or even the game).

to:

* '''High level of player agency'''. Players are thrown into the virtual space and given goals to achieve and tools to use, but no predetermined paths to follow. Instead, they are expected to explore and to find the best way to reach their goal in a manner that best suits their [[CombatDiplomacyStealth current tactics and playstyle]], relying on creativity and improvisation instead of finding on guessing the "correct" solution. The designers may offer some entry points and starting suggestions, in order to avoid overwhelming the players, but these are never rigid paths to be followed for the rest of the level (or even the game).
Is there an issue? Send a MessageReason:
None


* '''High systemicity'''. The game is governed by global rules (such as the UsefulNotes/PhysicsEngine), properties, and mechanics that work consistently throughout, with minimal use of systemic exceptions like scripted events, one-off animations, and cutscene set pieces. Immersive sims also tend to recycle previously introduced elements and obstacles in different contexts.

to:

* '''High systemicity'''. The game is governed by global rules (such as the UsefulNotes/PhysicsEngine), UsefulNotes/PhysicsEngine and NPCScheduling), properties, and mechanics that work consistently throughout, with minimal use of systemic exceptions like scripted events, one-off animations, and cutscene set pieces. Immersive sims also tend to recycle previously introduced elements and obstacles in different contexts.



Because the term "immersive sim" has been so obscure for many years, most games in this genre are traditionally filed under FirstPersonShooter, StealthBasedGame, or WesternRPG labels. On a final note, many games in the WideOpenSandbox and {{Stealth|BasedGame}} genres tend to incorporate elements of immersive sims without going all the way. Examples of these include Creator/{{Bethesda}}'s Radiant AI-based [=RPGs=] (''Franchise/TheElderScrolls'' from part four onwards, ''VideoGame/Fallout3'' et seq.) and the ''VideoGame/{{Hitman}}'' series. For more details on the genre, see Mark Brown's [[https://www.youtube.com/watch?v=kbyTOAlhRHk video]] on the topic and TheOtherWiki's [[https://en.wikipedia.org/wiki/Immersive_sim article]] on it.

to:

Because the term "immersive sim" has been so obscure for many years, most games in this genre are traditionally filed under FirstPersonShooter, StealthBasedGame, or WesternRPG labels. On a final note, many games in the WideOpenSandbox and {{Stealth|BasedGame}} genres tend to incorporate elements of immersive sims without going all the way. Examples of these include Creator/{{Bethesda}}'s [[NPCScheduling Radiant AI-based AI]]-based [=RPGs=] (''Franchise/TheElderScrolls'' from part four onwards, ''VideoGame/Fallout3'' et seq.) and the ''VideoGame/{{Hitman}}'' series. For more details on the genre, see Mark Brown's [[https://www.youtube.com/watch?v=kbyTOAlhRHk video]] on the topic and TheOtherWiki's [[https://en.wikipedia.org/wiki/Immersive_sim article]] on it.
Is there an issue? Send a MessageReason:
None


** The [[VideoGame/Thief2014 2014 reboot]] by Eidos Montreal, however, is not considered part of the genre anymore, for much the same reasons as ''[=BioShock=] Infinite'': a much more linear level traversal (reducing the exploration element), reliance of scripted events, reactive AI, and a smaller, yet more specialized toolset to overcome challenges. One change that is often cited to illustrate the difference between simulated and scripted world is that the [[TrickArrow rope arrows]] in the new ''Thief'' can only be attached to hotspots placed by the level designers, rather than to ''any'' wooden surface, like in the older games.[[index]]

to:

** The [[VideoGame/Thief2014 2014 reboot]] by Eidos Montreal, however, is not considered part of the genre anymore, for much the same reasons as ''[=BioShock=] Infinite'': a much more linear level traversal (reducing the with less exploration element), appeal; reliance of scripted events, reactive AI, events; reactive, rather than proactive AI; and a smaller, yet more specialized toolset to overcome challenges. One change that is often cited to illustrate the difference between simulated and scripted world worlds is that the [[TrickArrow rope arrows]] in the new ''Thief'' can only be attached to hotspots placed by the level designers, rather than to ''any'' wooden surface, like in the older games.[[index]]
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** ''VideoGame/SystemShock2'' (1999, Irrational) is set some time after the first game on two docked spaceships, the ''Von Braun'' and the ''Rickenbacker'', after both have been overrun by the mutagenic alien hive mind known as "the Many".

to:

** ''VideoGame/SystemShock2'' ''System Shock 2 '' (1999, Irrational) is set some time after the first game on two docked spaceships, the ''Von Braun'' and the ''Rickenbacker'', after both have been overrun by the mutagenic alien hive mind known as "the Many".
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* ''VideoGame/{{Pathologic}}'' (2005, Creator/IcePickLodge) is set in an unnamed stepped town ravaged by a mysterious epidemic, and the player steers one of three variously eccentric characters in an attempt to find a cure. Notably, the game runs in actual RealTime and always ends after 12 [[InUniverseGameClock in-universe days]], and it is entirely possible to miss the vast majority of the story events unless you know exactly when and where the next one will occur.

to:

* ''VideoGame/{{Pathologic}}'' (2005, Creator/IcePickLodge) is set in an unnamed stepped steppe town ravaged by a mysterious epidemic, and the player steers one of three variously eccentric characters in an attempt to find a cure. Notably, the game runs in actual RealTime and always ends after 12 [[InUniverseGameClock in-universe days]], and it is entirely possible to miss the vast majority of the story events unless you know exactly when and where the next one will occur.
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Since the term "immersive sim" has been quite obscure for years, games in this genre are traditionally filed under FirstPersonShooter, StealthBasedGame, or WesternRPG labels. On a final note, many games in the WideOpenSandbox and {{Stealth|BasedGame}} genres tend to incorporate elements of immersive sims without going all the way. Examples of these include Creator/{{Bethesda}}'s Radiant AI-based [=RPGs=] (''Franchise/TheElderScrolls'' from part four onwards, ''VideoGame/Fallout3'' et seq.) and the ''VideoGame/{{Hitman}}'' series. For more details on the genre, see Mark Brown's [[https://www.youtube.com/watch?v=kbyTOAlhRHk video]] on the topic and TheOtherWiki's [[https://en.wikipedia.org/wiki/Immersive_sim article]] on it.

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Since Because the term "immersive sim" has been quite so obscure for many years, most games in this genre are traditionally filed under FirstPersonShooter, StealthBasedGame, or WesternRPG labels. On a final note, many games in the WideOpenSandbox and {{Stealth|BasedGame}} genres tend to incorporate elements of immersive sims without going all the way. Examples of these include Creator/{{Bethesda}}'s Radiant AI-based [=RPGs=] (''Franchise/TheElderScrolls'' from part four onwards, ''VideoGame/Fallout3'' et seq.) and the ''VideoGame/{{Hitman}}'' series. For more details on the genre, see Mark Brown's [[https://www.youtube.com/watch?v=kbyTOAlhRHk video]] on the topic and TheOtherWiki's [[https://en.wikipedia.org/wiki/Immersive_sim article]] on it.
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On a final note, many games in the WideOpenSandbox and {{Stealth|BasedGame}} genres tend to incorporate elements of immersive sims without going all the way. Examples of these include Creator/{{Bethesda}}'s Radiant AI-based [=RPGs=] (''Franchise/TheElderScrolls'' from part four onwards, ''VideoGame/Fallout3'' et seq.) and the ''VideoGame/{{Hitman}}'' series. For more details on the genre, see Mark Brown's [[https://www.youtube.com/watch?v=kbyTOAlhRHk video]] on the topic and TheOtherWiki's [[https://en.wikipedia.org/wiki/Immersive_sim article]] on it.

to:

Since the term "immersive sim" has been quite obscure for years, games in this genre are traditionally filed under FirstPersonShooter, StealthBasedGame, or WesternRPG labels. On a final note, many games in the WideOpenSandbox and {{Stealth|BasedGame}} genres tend to incorporate elements of immersive sims without going all the way. Examples of these include Creator/{{Bethesda}}'s Radiant AI-based [=RPGs=] (''Franchise/TheElderScrolls'' from part four onwards, ''VideoGame/Fallout3'' et seq.) and the ''VideoGame/{{Hitman}}'' series. For more details on the genre, see Mark Brown's [[https://www.youtube.com/watch?v=kbyTOAlhRHk video]] on the topic and TheOtherWiki's [[https://en.wikipedia.org/wiki/Immersive_sim article]] on it.
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** ''VideoGame/ThiefDeadlyShadows'' (2004, Ion Storm Austin) introduced to the series the central hub level, consisting of several districts of the City, from which the plot mission locations are accessed and which are unlocked for exploration gradually as the story progresses. This has also closed the last immersion-breaking gap of the previous games, transforming the shopping screens between their missions into a [[GameplayAndStoryIntegration in-universe interaction]].[[/index]]

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** ''VideoGame/ThiefDeadlyShadows'' (2004, Ion Storm Austin) introduced to the series the a central hub level, consisting of several districts of the City, from which the plot mission locations are accessed and which are unlocked for exploration gradually as the story progresses. This has also closed the last immersion-breaking gap of the previous games, transforming the shopping screens between their missions into a [[GameplayAndStoryIntegration in-universe interaction]].[[/index]]



* ''VideoGame/UltimaUnderworld: The Stygian Abyss'' (1992, Looking Glass) is usually named as the UrExample of the genre. A SpinOff of the ''Franchise/{{Ultima}}'' series, it put the recurring dungeon of the Stygian Abyss into the focus, simulating its massive and complex multi-level ecosystem in real time. The series' overarching PlayerCharacter, the Avatar, found himself thrown into the Abyss with an overarching task to free a kidnapped damsel from a powerful demon but no obvious path towards it, requiring the player to try out different strategies and to improvise. [[http://www.pcgamer.com/the-designers-of-dishonored-bioshock-2-and-deus-ex-swap-stories-about-making-pcs-most-complex-games/2/ Warren Spector's inspiration]] for this emergent approach to in-game problem solving came from ''TabletopGame/DungeonsAndDragons'' and from watching a playtester solve an UnwinnableByMistake puzzle in ''VideoGame/UltimaVI'' by exploiting the fact that his animal companion Sherry the Mouse could squeeze under a locked door and open it from the other side. Lessons learned from ''UU'' influenced both ''Ultima Underworld II: Labyrinth of Worlds'' (1993, Looking Glass) and ''VideoGame/UltimaVII'' to a considerable degree.

to:

* ''VideoGame/UltimaUnderworld: The Stygian Abyss'' (1992, Looking Glass) is usually named as the UrExample of the genre. A SpinOff of the ''Franchise/{{Ultima}}'' series, it put the recurring dungeon of the Stygian Abyss into the focus, simulating its massive and complex multi-level ecosystem in real time. The series' overarching PlayerCharacter, the Avatar, found himself thrown into the Abyss with an overarching task to free a kidnapped damsel from a powerful demon but no obvious path towards it, requiring the player to try out different strategies and to improvise. [[http://www.pcgamer.com/the-designers-of-dishonored-bioshock-2-and-deus-ex-swap-stories-about-making-pcs-most-complex-games/2/ Warren Spector's inspiration]] for this emergent approach to in-game problem solving came from ''TabletopGame/DungeonsAndDragons'' and from watching a playtester solve an UnwinnableByMistake puzzle in ''VideoGame/UltimaVI'' by exploiting the fact that his animal companion Sherry the Mouse could squeeze under a locked door and open it from the other side. Lessons learned from ''UU'' influenced both ''Ultima Underworld II: Labyrinth of Worlds'' (1993, Looking Glass) and ''VideoGame/UltimaVII'' to a considerable large degree.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/UltimaUnderworld: The Stygian Abyss'' (1992, Looking Glass) is usually named as the UrExample of the genre. A SpinOff of the ''Franchise/{{Ultima}}'', it put the recurring dungeon of the Stygian Abyss into the focus, simulating its massive and complex multi-level ecosystem in real time. The series' overarching PlayerCharacter, the Avatar, found himself thrown into the Abyss with an overarching task to free a kidnapped damsel from a powerful demon but no obvious path towards it, requiring the player to try out different strategies and to improvise. [[http://www.pcgamer.com/the-designers-of-dishonored-bioshock-2-and-deus-ex-swap-stories-about-making-pcs-most-complex-games/2/ Warren Spector's inspiration]] for this emergent approach to in-game problem solving came from ''TabletopGame/DungeonsAndDragons'' and from watching a playtester solve an UnwinnableByMistake puzzle in ''VideoGame/UltimaVI'' by exploiting the fact that his animal companion Sherry the Mouse could squeeze under a locked door and open it from the other side. Lessons learned from this game influenced both ''Ultima Underworld II: Labyrinth of Worlds'' (1993, Looking Glass) and ''VideoGame/UltimaVII'' to a considerable degree.

to:

* ''VideoGame/UltimaUnderworld: The Stygian Abyss'' (1992, Looking Glass) is usually named as the UrExample of the genre. A SpinOff of the ''Franchise/{{Ultima}}'', ''Franchise/{{Ultima}}'' series, it put the recurring dungeon of the Stygian Abyss into the focus, simulating its massive and complex multi-level ecosystem in real time. The series' overarching PlayerCharacter, the Avatar, found himself thrown into the Abyss with an overarching task to free a kidnapped damsel from a powerful demon but no obvious path towards it, requiring the player to try out different strategies and to improvise. [[http://www.pcgamer.com/the-designers-of-dishonored-bioshock-2-and-deus-ex-swap-stories-about-making-pcs-most-complex-games/2/ Warren Spector's inspiration]] for this emergent approach to in-game problem solving came from ''TabletopGame/DungeonsAndDragons'' and from watching a playtester solve an UnwinnableByMistake puzzle in ''VideoGame/UltimaVI'' by exploiting the fact that his animal companion Sherry the Mouse could squeeze under a locked door and open it from the other side. Lessons learned from this game ''UU'' influenced both ''Ultima Underworld II: Labyrinth of Worlds'' (1993, Looking Glass) and ''VideoGame/UltimaVII'' to a considerable degree.
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The "immersive sim" is a video game genre that existed in some form since TheNineties, codified primarily by Creator/LookingGlassStudios and Ion Storm Austin (the term itself was [[http://www.gamasutra.com/view/feature/131523/postmortem_ion_storms_deus_ex.php coined]] in 2000 by LGS's Warren Spector, the grandfather of the genre) , but has experienced a major comeback in TheNewTens. Games in this genre aim to simulate a large believable lived-in space (where the [[PlayerCharacter players' avatar]] exists as an active entity, [[NonEntityGeneral unlike]] in StrategyGames) through the use of clever {{game system}}s and [[ArtificialBrilliance advanced artificial intelligence]], as well as to enable maximum player expression while refusing to hold their hand. Immersive sims commonly have following traits (the list is neither normative, nor exhaustive):

* '''High level of player agency'''. Players are thrown into the virtual space and given goals to achieve and tools to use, but no predetermined paths to follow. Instead, they are expected to explore and to find the best way to reach their goal in a manner that best suits their [[CombatDiplomacyStealth current tactics and playstyle]], relying on creativity and improvisation instead of finding the "correct" solution. The designers may offer some entry points and starting suggestions, in order to avoid overwhelming the players, but these are never rigid paths to be followed for the rest of the level (or even the game).
* '''High systemicity'''. The game is governed by global rules (such as the UsefulNotes/PhysicsEngine), properties, and mechanics that work consistently throughout, with minimal use of systemic exceptions like scripted events, one-off animations, and cutscene set pieces. Immersive sims also tend to recycle previously introduced elements and obstacles in different contexts.
* '''Emergence'''. Interactions between various game subsystems facilitate emergent combinations thereof that the developers did not explicitly code into the game. Combined with high player agency, this also enables the UnexpectedlyRealisticGameplay characteristic of the genre.
* '''Consistency'''. As noted above, special cases and one-offs are generally few and far in-between: e.g. there are no {{Invisible Wall}}s and no GameplayAllyImmortality -- but even if an important NPC bites the dust, there is no GameOver, and the simulation [[AnyoneCanDie just carries on]]. In fact, player character's death is often the only explicit failure state.
* '''High reactivity'''. The game world [[ChoiceAndConsequenceSystem reacts to the player's actions]] and observably evolves over time. StoryBranching often occurs not via explicit (dialogue) choices, but through gameplay actions, including ones that may appear like SequenceBreaking at first.

Because the genre had historically evolved under the expectation that VirtualReality technology was just around the corner, games in it tend to feature UnbrokenFirstPersonPerspective and {{Diegetic Interface}}s to improve their PlayerAndProtagonistIntegration (although this is not a requirement). {{Exposition}} and WorldBuilding tend to be handled through [[EnvironmentalNarrativeGame environmental storytelling]] and StoryBreadcrumbs scattered throughout the game world in order to encourage exploration thereof (BackTracking is a common activity). Many games in this genre also contain nods to the number [[https://www.youtube.com/watch?v=zAtAyycx-uY 0451]], referencing the original ''VideoGame/SystemShock'' (where it was, in turn, a reference to ''Literature/Fahrenheit451'').

On a final note, many games in the WideOpenSandbox and {{Stealth|BasedGame}} genres tend to incorporate elements of immersive sims without going all the way. Examples of these include Creator/{{Bethesda}}'s Radiant AI-based [=RPGs=] (''Franchise/TheElderScrolls'' from part four onwards, ''VideoGame/Fallout3'' et seq.) and the ''VideoGame/{{Hitman}}'' series. For more details on the genre, see Mark Brown's [[https://www.youtube.com/watch?v=kbyTOAlhRHk video]] on the topic and TheOtherWiki's [[https://en.wikipedia.org/wiki/Immersive_sim article]] on it.
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!!Games in this genre include:

[[index]]
* ''VideoGame/ArxFatalis'' (2002, Creator/{{Arkane|Studios}}), intended as a SpiritualSuccessor to ''Ultima Underworld'', is likewise set in a giant underground cavern populated by a simulated FantasyKitchenSink of various creatures. The player character's task is to find a way to prevent the arrival of a GodOfEvil by manipulating the game systems to obtain a weapon strong enough to banish him. Notably, there is no dialogue system, and the player instead makes StoryBranching choices, including different quest resolutions exclusively through in-game actions.
* ''VideoGame/BioShock1'' (2007, Creator/{{Irrational|Games}}) sees the player trapped in an underwater city of Rapture, once utopian, but now fallen to anarchy and civil war. It features a simulated ecosystem of splicers, Big Daddies, and Little Sisters, and although split into distinct areas, they can still be traversed in many ways and most previous ones remain accessible (although there is rarely any point in returning).
** ''VideoGame/BioShock2'' (2010, 2K Marin) returns to Rapture, although a decade into the future and even more decrepit.[[/index]]
** ''VideoGame/BioShockInfinite'', on the other hand, is generally ''not'' considered part of the genre, due to its extremely linear level progression and heavy emphasis on FirstPersonShooter mechanics. Its two-part DLC ''BioShockInfinite/BurialAtSea'', however, was a deliberate return both to Rapture and to the immersive sim mechanics of the previous two games (part two even includes a challenge "1998 Mode" as a throwback to the original ''Thief'').[[index]]
* ''VideoGame/DeusEx'' (2000, Ion Storm Austin) is considered one of the two great {{Trope Codifier}}s of the genre (alongside ''System Shock''), and the game Warren Spector is most proud of. Set in a {{Cyberpunk}}, ConspiracyKitchenSink future, the game follows the ''Thief'' model of distinct missions and simulated level hubs, but allows the player character JC Denton navigate them in any way and sequence imaginable. It was also one of the earliest games to make action-based and stealth-based walkthroughs equally viable, gameplay-wise.
** ''VideoGame/DeusExInvisibleWar'' (2003, Ion Storm Austin) had improved upon the original's story and game world reactivity, but shipped with a much weaker enemy AI and simplified game systems, which both contributed to the game's poor reception (with the good AI and interlocking game sub-systems being two of the hallmarks of good immersive sims).
** ''VideoGame/DeusExHumanRevolution'' (2011, Eidos Montreal) had streamlined the first game's formula, albeit still allowing for emergent gameplay (such as hacking a automatic turret and hauling it to the boss arena). It also features several ''Deadly Shadows''-like hub levels from which the main story missions can be accessed.
** ''VideoGame/DeusExMankindDivided'' (2016, Eidos Montreal) improved upon the ''Human Revolution'' immersive mechanics, particularly in its central hub level of the futuristic Prague, as well as adding more options to tackle in-game challenges and affect different outcomes.
* ''VideoGame/{{Dishonored}}'' (2012, Arkane) is set in the [[ThePlague plague-stricken]] city of Dunwall and follows the ''Thief'' model of levels clearly separated by mission, with each level simulating the behavior of city guards, civilians, zombie-like weepers, and wildlife (e.g. rats). Unlike in ''Thief'', the player character Corvo Attano may use both stealth, and open violence, or any combination of the two to achieve to assassinate (or otherwise put out of commission) his marks. The ''Knife of Dunwall'' and ''Brigmore Witches'' DLC duology starring the assassin Daud follows the same model, at one point even simulating an all-out MobWar between two Dunwall gangs.
** ''VideoGame/Dishonored2'' (2016, Arkane) follows in the previous game's footsteps, albeit moving the bulk of the action to a different city, Karnaca.
** ''VideoGame/DishonoredDeathOfTheOutsider'' (TBR 2017, Arkane) is still set in Karnaca, but lets you play as Daud's apprentice Billie Lurk instead.
* ''VideoGame/{{Pathologic}}'' (2005, Creator/IcePickLodge) is set in an unnamed stepped town ravaged by a mysterious epidemic, and the player steers one of three variously eccentric characters in an attempt to find a cure. Notably, the game runs in actual RealTime and always ends after 12 [[InUniverseGameClock in-universe days]], and it is entirely possible to miss the vast majority of the story events unless you know exactly when and where the next one will occur.
* ''[[VideoGame/Prey2017 Prey]]'' (2017, Arkane) strongly resembles ''System Shock'' in that it is set on an abandoned Talos I space station overrun by the alien Typhon. The station is one continuous interconnected zone, inhabited by a variety of Typhon creatures and a handful of human survivors, including the player character Morgan Yu.
* ''VideoGame/{{STALKER}}'' (2007, Creator/GSCGameWorld) is set in the vast Zone of Exclusion surrounding the Chernobyl nuclear power plant, which, in this setting, spawned a large number of bizarre anomalies and mutants. The player character is a "stalker" (a professional Zone trespasser) who is tasked with "killing Strelok" and must navigate the simulated environment and ecosystem of the Zone to find out who Strelok is and why he must die.
* ''VideoGame/SystemShock'' (1994, Creator/{{Looking Glass|Studios}}) is often listed as one of the two great {{Trope Codifier}}s of the genre (alongside ''Deus Ex''), being Looking Glass' first original project. Its setting, the Citadel space station, is a single multi-layer zone controlled by the malevolent AI with a god complex and populated by robots, cyborgs, and mutants it controls. Among other things, ''System Shock'' introduced to the genre and popularized the AfterTheEnd settings (often involving [[ThePlague epidemics]] and/or societal collapse, thus [[GameplayAndStoryIntegration justifying]] even the [[VideoGameCrueltyPotential most extreme]] styles of play) with few speaking [=NPCs=] and {{Apocalyptic Log}}s as main means of storytelling.
** ''VideoGame/SystemShock2'' (1999, Irrational) is set some time after the first game on two docked spaceships, the ''Von Braun'' and the ''Rickenbacker'', after both have been overrun by the mutagenic alien hive mind known as "the Many".
** ''System Shock 3'' (TBA, [=OtherSide=]) is currently in development, with Warren Spector at the helm, and promises to be true to its predecessors' principles.
* ''VideoGame/ThiefTheDarkProject'' (1998, Looking Glass) is remembered primarily as one of the early success stories of the StealthBasedGame, because of its heavy emphasis on avoiding detection, but the sneaking itself was very much based in emergent problem-solving within a largely-unscripted game world (one particular innovation was the intricate simulation of light, shadows, and noise). It was also the first entry in the genre to ditch the "single interconnected world" model in favor of smaller sequential levels, each representing a location within a much larger (nameless) City.
** ''VideoGame/ThiefIITheMetalAge'' (2000, Looking Glass) scaled down the fantasy elements of the first game, such as non-human monsters and maze-like dungeons, in favor of making the City seem like a realistic urban environment. It also expanded the protagonist Garret's toolset with additional technological tools.
** ''VideoGame/ThiefDeadlyShadows'' (2004, Ion Storm Austin) introduced to the series the central hub level, consisting of several districts of the City, from which the plot mission locations are accessed and which are unlocked for exploration gradually as the story progresses. This has also closed the last immersion-breaking gap of the previous games, transforming the shopping screens between their missions into a [[GameplayAndStoryIntegration in-universe interaction]].[[/index]]
** The [[VideoGame/Thief2014 2014 reboot]] by Eidos Montreal, however, is not considered part of the genre anymore, for much the same reasons as ''[=BioShock=] Infinite'': a much more linear level traversal (reducing the exploration element), reliance of scripted events, reactive AI, and a smaller, yet more specialized toolset to overcome challenges. One change that is often cited to illustrate the difference between simulated and scripted world is that the [[TrickArrow rope arrows]] in the new ''Thief'' can only be attached to hotspots placed by the level designers, rather than to ''any'' wooden surface, like in the older games.[[index]]
* ''VideoGame/UltimaUnderworld: The Stygian Abyss'' (1992, Looking Glass) is usually named as the UrExample of the genre. A SpinOff of the ''Franchise/{{Ultima}}'', it put the recurring dungeon of the Stygian Abyss into the focus, simulating its massive and complex multi-level ecosystem in real time. The series' overarching PlayerCharacter, the Avatar, found himself thrown into the Abyss with an overarching task to free a kidnapped damsel from a powerful demon but no obvious path towards it, requiring the player to try out different strategies and to improvise. [[http://www.pcgamer.com/the-designers-of-dishonored-bioshock-2-and-deus-ex-swap-stories-about-making-pcs-most-complex-games/2/ Warren Spector's inspiration]] for this emergent approach to in-game problem solving came from ''TabletopGame/DungeonsAndDragons'' and from watching a playtester solve an UnwinnableByMistake puzzle in ''VideoGame/UltimaVI'' by exploiting the fact that his animal companion Sherry the Mouse could squeeze under a locked door and open it from the other side. Lessons learned from this game influenced both ''Ultima Underworld II: Labyrinth of Worlds'' (1993, Looking Glass) and ''VideoGame/UltimaVII'' to a considerable degree.
* ''VideoGame/UnderworldAscendant'' (TBR, [=OtherSide=]) is a Website/{{Kickstart|er}}ed SpiritualSuccessor to ''Ultima Underworld'' (would be a sequel if not for trademark issues) developed by many of the same people. It will likewise simulate the Stygian Abyss as a massive underground ecosystem and society, and the developers are working on what they call the "Improvisation Engine" to make sure players always have several ways to reach their goals.
[[/index]]
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