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SLIMEPATTERN
@SLIMEPATTERN

"I love games that immerse me in a simulation"

please do not take this too seriously. please. but i put together a list of factors that determine whether or not a game is an imsim. you know, a deus exlike. you can interpret this, to figure out if a game is an imsim.


the list of factors

  • first person perspective
  • space on a representation level at least equivalent to wolf3d, as opposed to how abstract doom is. a tendency to ask "why would the characters have placed this here" when building levels
  • air vents you can enter
  • bathrooms, especially with flushable toilets
  • audio logs or at least "datacubes" or something
  • branching paths
  • keypads/combination locks/computers that are more than just doom-style switches
  • menus that are a part of gameplay like dedicated inventory screens and so on
  • limits on carrying capacity beyond just maximum ammo
  • player can lean
  • hacking and/or lockpicking
  • What If You Could Talk To The Monsters
  • AI that reacts to sounds and so on
  • a focus on systems, whatever that means
  • it means spreading fire
  • hand crafted narrative and levels
  • a general attempt to put you emotionally into a space, not a tonal piece like Quake
  • a focus on letting the player Choose or Express Themselves, whatever that means
  • player is more than a regular ass human, even garrett is a bit special
  • some form of leveling-up beyond just more guns or whatever
  • some vague attempt at moral choices, usually not framed as obviously star warsian good evil like in a lot of other genres. it's still usually half assed
  • you can get poisoned or irradiated
  • boxes you can either pick up or push
  • some of those boxes explode
  • no spaces obviously blocked off by invisible forcefields
  • currency
  • areas defined in terms of levels or zones with clearly delineated barriers between them at small constrained connecting points
  • theres a plague
  • item wedged into tiny hard to see area behind furniture

let's do some data

so that's 28 factors right. what if we did science. some data. the numbers don't lie. they're objective facts. that's what i heard anyway. let's see how games rank on the imsim scale

imsimsscore
iji20/29
system shock 199421/29
vampire bloodlines23/28
thief24/29
weird west24/29
system shock 227/29
deus ex hr28/29
deus ex29/29
deus ex 229/29
dishonored29/29
prey1729/29
non imsimsscore
doom4/29
grand theft auto 37/29
various zachlikes8/29
duke nukem 3d9.5/29
blake stone10/29
red faction10/29
doom 311/29
xcom ufo defense12/29
half life15/29
ashes2063+afterglow17/29
hitman series18/29
gunpoint18/29
wildfire18/29
morrowind19/29
caves of qud19/29
stalker 119/29
tabletop rpgs?

we've proved it with numbers.


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in reply to @SLIMEPATTERN's post:

shadows of doubt is extremely imsimmy but several of these factors are questionable or a "im...not sure?" situation because its half-procgen so the score ends up being like. 16?/29 with 6 points being undefinable/unknown/???????

which i think only increases its imsimness perhaps,

also i wonder where eye divine cybermancy scales on this. i dont want to play it to find out. it scares me too much.

a curiosity in that cruelty squad, one of the imsim-iest imsims to ever im a sim only gets a score of 16/29 as well

you can talk to the monsters (but like. humans. the actual monster monsters you cant) but it you cant dissuade them. theres toilets but i dont believe you can flush them. theres a plague and its hyper-capitalism. theres no morals because morals no longer need to exist, everyone can simply be respawned provided they have the money (this is an integral plot point, funnily enough)