I think you are confusing realism with immersion. Though elements of realism can help increase immersion, they are different concepts. The one first person shooter I have played where you do die quickly after being shot is Red Orchestra. That game had horrible immersion because you couldn't stay alive for more than 5 seconds before you were dead and waiting for the next round. There was no time to get lost in the world of the game because you met your demise before you even had time to get your fingers centerd on the awsd keys. Granted, some people eventually do get immersed in Red Orchestra, but you have to be exceptionally good at the game and there is a steep learning curve.Gamerforlife wrote:I hate to rain on everyone's parade, but the idea of immersion in video games is laughable. Seriously. What happens if someone shoots you in a Call of Duty game? Or most shooters for that matter? Do you suffer a serious injury? Do you lose use of your arm? Do you start limping? Or do you die because you got hit in the head?
You do have a point though that a game can do something so unrealistic that it can ruin your suspension of disbelief and pull you out of an immersed state. It's like whenever I see a movie and they show a phone number. As soon as I see that the first three digits are 555 I'm immediately reminded that I am watching a movie again and suddenly I'm aware of the people around me, the smell of popcorn, the cushion I'm sitting on. It kind of pulls me out of it. But if you think too much about most movies, you can break that suspension of disbelief and immersion is ruined. There's this funny scene in one of the Austin Powers movies where they are talkiing about confusing nature of time travel and Austin is told to not think about it too much and just enjoy himself, they then turn to the camera and tell the audience to do the same.
I do get your point about Modern Warfare though. When I first learned to play the game, I did lose immersion whenever I would get shot up, but only had to hide behind a wall for 5 seconds before my character would be totally fine. In a way, this is more of a problem for a game like Modern Warfare that tries so hard to be realistic in every other regard. Games that shoot for realism make it all the more clear whenever they are not being realistic. The Halo example you gave is a good one because they give you some quick rationale for why you are near invincible (you have a really cool space suit) and that rationale will be good enough to get the average person's brain to stop questioning the realism and disbelief is suspended, thus making immersion easier. Sometimes I think it's better to just throw realism completely out the window, so the audience doesn't have to be bothered by the game breaking the laws of physics. I'm actually excited for the upcoming game Just Cause 2 because the game designers have said that they don't care about realism. They have thrown out realistic physics in favor of fun control and cool visuals.
I also think back to when Ghouls n' Ghosts first introduced gamers to the "double jump". The double jump is a ridiciulous concept- the ability to jump again while you are in the air from your first jump. It doesn't make any sense for realism, but it's great for play control. It made it so that you actually had a chance against the waves of monsters in that game. This aided flow, which in turn aided immersion.
So, suspension of disbelief is an important factor for immersion, but it's not the same thing. Realism can aid immersion, but it's not the same thing. Flow is an important factor for immersion, but it's not the same thing either. But suspending disbelief, realism, and flow all tell us something about what makes something immersive. But what do they tell us? What else is there to understand about this immersion concept? I've typed enough for one post, so I'll let you guys talk about that for awhile and come back with some more thoughts later.

