Personally, the way I see it, Immersion is one of the most important things a game can have...
There are a lot of different kinds of immersion and ways to achieve them. Sensory immersion is one, motility is another--being able to move around in the world and interact with it in a natural, intuitive fashion. The imagination is really the engine of immersion, which is why its equally possible to be immersed in a book or a piece of music. Sensory devices, intuitive user interfaces, logical design are all aids: they eliminate barriers to immersion.
I somehow think I am partly to blame for why you created this thread, Magician.

It was a group effort, I assure you.

great article that brings up the core issue.
that's why, imo, the lockpicking, smithing and alchemy skills are fine, but, need further advancement.
it's also why i don't like the trend of rpg's- they are going too far towards the actiony-side with player orientation vs. rpg/rules with character orientation. the balance is key.
Skyrim does lean a bit toward the actiony side in a lot of things, but it also implemented a lot of things that are intended purely for RP. We have to be careful about how we use terms like "action" and "RPG" when talking about Skyrim because there aren't any hard and fast lines. Is chasing butterflies an "action" element or a RP element? Is the FPS crowd playing Skyrim because it lets them chase butterflies? That's handled in a visual, RT fashion, but it exists solely for RP. The
mechanic is "actiony" but there's no reason to include it except to enhance RP. I prefer to see the process as an iterative one that swings back and forth. Right now they're focusing on enhancing one aspect because the technology finally allows them to do it convincingly. I won't be at all surprised if the next game features all sorts of enhancements to quests, NPC AI, dialogue, factions and other elements that need a bit of shoring up. In fact, I won't be surprised if the whole industry moves more in this direction over the next few years. Most people are satisfied with existing graphics. They want a little more meat. (The opinions of 90% of the forum-users not-withstanding.)
So, first the article says this: "As far as I can tell, there's no "scientific" definition of an RPG... We all have different reasons for playing, different experiences, and different observations."
And then it says this: "I don't think too many people will argue (though inevitably some will) that most people playing a RPG want to immerse themselves in another life. They want to step out of their current life and enjoy the view from a different perspective."
Right there is where it lost me (and, yes, I read the rest of the article). I think that one of the biggest sources of disagreement is between those who are seeking immersion and those (like me) who aren't.
Immersion is a very charged term for a lot of people. Would you care to elaborate on your reasons for playing? I would classify the following activities as immersive: exploring a virtual world (visual and auditory), executing a complex strategy (chess, strategy games), following a narrative (reading a good book or listening to a good public speaker). You could add many other activities. Immersion is 'losing yourself'. I've always thought of games as immersive activities. I've always thought of RPGs as an immersive activity where the goal was to 'become' someone else. That's what differentiates it from games like Chess, Poker, and RISK. How would you define it?
I only skimmed though the article but when I say immersion I talk about 2 things really:
1. The storyline in gripping...
2. Little details that keep me in the world...
I couldn't go into that particular aspect but I know what you mean: when the world doesn't respond to you rationally or intuitively. Those are also aspects of immersion and important elements of RP. A good narrative is immersive. If you complete a quest for an NPC and they don't behave differently toward you afterwards, in a fashion congruent with your acts, that's immersion-breaking. It's like someone talking and then stopping mid-sentence. You're left sitting there going "...and? Where's the rest?"
Narrative is actually quite a complex topic when it comes to RPGs, so I won't go into it, but all those little 'oversights' have more to do with limited time and budget than neglect. Sure, they could have included more finishing touches but at the expense of completing more important game elements. Game design is very much an 80/20 activity: you do the 80% that has to be done and try not to worry about the other 20%. This tendency is even more pronounced in RPGs than other games because they are an order of magnitude more labor-intensive than most.
Thanks for all of the replies.
