Skyrim VR and the Fallacy of Immersion in Game Design
Two weeks ago, Bethesda released The Elder Scrolls V: Skyrim for the Playstation VR, the first official release of the game to a virtual reality console. Unofficially, mods and player-created programs exist to play the original release of the game on PC using the Oculus Rift or HTC Vive, but this is one of the first attempts by a major studio to port a popular release to a full VR game, including hand-tracking and head-tracking.
Skyrim VR also moves the AAA gaming closer to the mythic ideal of “immersion”. Skyrim is a perfect archetype of the modern AAA game, even if at this point it’s about six years old. The gameworld is huge, fully open-world, filled with characters and unique locations peppered around the playing area, and with hundreds of quests and small objectives. Skyrim was always meant to be immersive, to play for hundreds of hours, delving deep into each nook and cranny of the world.
This is nothing new to traditional AAA game design, which often has a focus on making sure that the game the audience buys is the “only game” they’ll play. Immersion, as a tool to keep people from thinking about anything other than the game, is very attractive when considered through this mindset. It’s not just the feeling of “being there”, it’s also the feeling of “only wanting to be there”, of being enveloped by the game so much that you forget about the world outside of it.
For the purposes of this article, let’s define “immersion” as “as close to a Star Trek holodeck as possible”: complete sensory overhaul, to the point that your body is tricked into believing it is in the space of the game. Not everyone agrees on this exact definition: Ben Abraham, in a 2012 video essay, put forth that the term doesn’t actually mean much at all, and that it’s about as effective as calling a game “engaging”.
His point is well-made, and I agree with it wholeheartedly when talking about “immersion” as a game design philosophy, set apart from the wider sphere of games culture. Calling one game or another “more immersive” means practically nothing from a design sense, but it communicates something about the goals of the game, and more specifically about the goals of the developer or publisher.
Mainstream AAA game design believes that immersion comes from greater fidelity, or it would so seem by the history of games being touted as “immersive” when there is a notable technological or graphical jump. Immersion is what sells, because immersion is what we have been sold, for decades—the pipe dream of being able to strap on a VR helmet for a couple hundred dollars and be inside the game. It’s fueled the virtual reality market, with taglines in advertisements boasting of being able to step into your games.