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by the_af 12 days ago
Thanks for the thoughtful reply. We obviously disagree, but I appreciate your take.

> It's not you, it's Simon. And Simon is.. kind of dumb.

I strongly disagree with this. Anything that puts me in a first person PoV and lets me take at least some of the actions and choices (even if flawed, because as you said, this is after all a videogame restricted by the limitations of technology) makes me identify with the character, in a way no static fiction can.

When immersed in the game, I didn't think it was Simon, I felt it was me. Anything I didn't recollect or understand: brain damage, time-displacement, confusion. And I never thought he was dumb, just confused, afraid, and in denial. A very human reaction! Catherine is also very, very stubborn during the game... and deceitful.

Also, as a well-read scifi... uh, reader... I was caught by surprise by the ending. I mean, it all clicked into place after it happened (I understood Catherine immediately, unlike Simon who was still in denial) but while I was rushing to "launch the thing" it never once crossed my mind this wouldn't help this me. It's not that I thought "teleportation", I simply rushed through the actions, goaded by a deceitful Catherine, without thinking of consequences. So I must be dumb like Simon :)

To me, this game is close to perfect, barring the limitations of videogames. It's a much better presentation of the topic than reading about it in a scifi novel. About the only thing that feels derivative is the "rogue AI" angle, but if you're following what I'm saying, you know that's not the part that thrilled me!

> There also aren't really any consequences to anything

You lose and must restart that bit. That's a consequence. You can also choose to plug/unplug sentient things. If you mean dying in videogames doesn't actually have permanent consequences (like deleting the game from your Steam collection), well... yeah, but that's an impossibly high standard. There are no consequences to any scifi story you read either. You have to assume this is the story of how... the thing gets launched. Anything else, as the videogame Spider and Web would put it: "no, that's not how it happened" ;)

1 comments

I appreciate the experience report, it's interesting to hear the differences, and it's fun to think back on SOMA after not thinking about it for years. There was a funny discussion elsewhere recently about movie tie-in games that this reminded me of. For a 007 game, someone identified as James Bond while playing, but because they sucked at the game and kept dying, they felt very drawn out of the experience and un-immersed. "James Bond wouldn't die."

Do you read novels that narrate with the first person "I" differently than you read novels that don't? (For me there's no difference.)

In games, what matters to me when it comes to immersion or even how much I put of myself into it, isn't anything like camera perspective, but the level of control I have (or think I have). There's two types of control, the first being over the character(s) I'm puppeteering/piloting. It goes beyond just their movements and includes their behavior, thoughts, words, and what they don't do as much as what they do. The second is control over the narrative or story. If the world or story or other characters actually change or react to things I do or don't do, that does help sell me on the idea that I have some control. There's a huge variety in how different games tweak these knobs, and sometimes control is given in just lack of resistance. For example, the Half Life series doesn't offer much meaningful control over either the character of Freeman or the plot, but because Freeman is under-developed and silent, there's no resistance to playing him as you please within the confines of the game. I have the illusion of a lot of control over his character. And the game itself has a good amount of environmental control -- you can close doors behind you, if you want. It helps sell the immersion and makes it easier to self-insert, if desired. I played another game where a character kept sending me text messages, and I would just ignore them all instead of replying, but I wasn't playing "me", I was playing a role, and thought it made more sense for the character to stay mad and give the silent treatment. Nothing really came of it but it was fun, like closing doors.

Solid Snake in Metal Gear Solid is much more developed than Freeman, and you have pretty much no control over his characterization, and only one moment of control on the story, so I've never felt like I was Snake, or Snake was me, I was just simply puppeteering him, and was mostly along for the ride like a movie or book. The immersion was still good even if I wasn't directly, personally in it. And being a game, it could have a certain fight which sticks in one's memory forever. Still I felt with Simon the way I felt with Snake, he was too much his own character for me to inhabit. Geralt in the Witcher series is also pretty well-developed, but the game offers a lot more flexibility and control over him, so you can steer him in directions that more resemble yourself, or what you would like to be, or what you want to pretend to be right now because you're curious what happens in the game if you do so. I still never felt like I was Geralt, or Geralt was me, but it was easy to put more of myself into playing. The world itself also changes based on my actions, so much that you can import saves from the previous game when you start the next game to carry over some things. Two of the most immersive games I've played, Gothic 1 and 2, give you a pretty under-developed nameless hero to steer, and insert yourself into if you wish, and a very reactive world and population. It's third-person.

(Probably the majority of my top-rated games have little of either control. Some are Star Fox 64, Mega Man X, Super Mario World, Ikaruga, and Doom. I never think of myself as Fox, X, Mario, Shinra, or Doomguy, or them as me, or even me as role playing them. I'm just piloting them. Same with Bond in Goldeneye for the N64. In those games I'm not usually thinking of the story or themes from moment to moment. I might not be immersed, depending on how exactly you define that, but I'm totally engrossed in the action. Sometimes there are those narrative moments worth reflecting on anyway (the end of Ikaruga is quite tragic when you think about it), but I had no influence over them.)

I'm easily taken out of the whole thing if the game suddenly offers incredible resistance or otherwise breaks established control patterns. A typical example would be winning a fight and then a cutscene plays and gives a scripted loss instead. (Sekiro's opening fight gets a pass, partly because I did lose the first time playing.) Related is if the mechanism of control suddenly changes. If it's an action-oriented boss fight that I win, then a cutscene, then a quick (or not so quick) prompt for "Press X to finish the big bad", I'm pretty irritated.

For consequences, I'm mainly talking about how my actions or non-actions affect the characters themselves, the world and its inhabitants, and/or the story. In SOMA, these kinds of consequences aren't really there. There's one mostly visual consequence near the end for one choice (and it raises some questions about pressure suit construction or whether such a suit was even needed to begin with), but otherwise nothing really comes out of anything you do with the choices you're presented with (unplugging this, killing that, infecting this, erasing that, answering a survey this way (including asking to die)), you just have your own reasons and thoughts about it (like closing doors, or ignoring texts). These aren't bad and can be nice for immersion, but it could have been more. A game as simple as MegaMan X has, as a consequence of beating Chill Penguin, the freezing over of Flame Mammoth's stage, which makes it easier to traverse...

I agree the remark on death consequences not being particular severe (restart/redo a bit) isn't that fair and applies to many games. (Even BioShock has that consequence, it's another one of my top-rated games, it plays with the distinction of who (the player or the game) has what kinds of control in a unique and memorable way, even if a story-affecting choice is kind of minor and lame.) But you don't need to go all the way to sadistic things like deleting the game or what have you to introduce more meaningful consequence. Dark Souls (another favorite) has as its primary death-consequence an additional gameplay aspect where, besides going back to a checkpoint, you need to return to where you died to recover your unspent currency or risk losing it forever if you die again. That mechanic is fundamental to the "souls-like" genre it birthed. Dark Souls 2 goes a bit further by progressively "hollowing" your character with each death, lowering your max HP and making you look more and more zombified, only reversible with an item not sold in unlimited amounts. Some characters react differently to you (or are interactable at all) depending on your state. It's not a flawless execution; it does tie into the underlying narrative theme of hollowing, but as expressed through other characters, that's more about memory loss and loss of purpose, which mainly applies to the player only if they give up and stop playing the game. Still, it's a nice touch that makes the game feel more meaningful and reactive to how you're playing it, even if how well you're playing it (i.e. are you dying a lot) isn't quite the same level of control as pushing the red button, blue button, or walking away.

Another option I've seen other games do is when you die and respawn, you can come across your previous corpse. Works really well for robots. It can be purely visual, or offer something on the gameplay level with looting your old body. It might have been interesting for SOMA to include something like that, and offer a way for Simon to come to grips with the idea of mind copying well in advance. Or further his instability, having to walk over so many of his own bodies.

Thanks. I don't think we disagree all that much, just in how immersive we found SOMA to be (relatively).

Re: the lasting consequences in games, the best example I can think of is Undertale. Have you played it? If not, I recommend you do so (and ignore the childish graphics, it's surprisingly deeper than it seems). At the risk of spoiling something about it: the game remembers. Even on playthrough restarts, as long as you haven't reinstalled the game, there are consequences.

Re: for truly named & iconic characters such as James Bond, I cannot immerse myself. Of course I know Bond cannot die, and that's a deal breaker. For Gordon Freeman, I can sort-of immerse myself because he's a less established character and I can picture him dying in the series, even forever. For relative strangers such as Simon, a completely fresh character, I can almost believe I am him.

Undertale is certainly a unique experience and should be played as blind as possible, I understand why people love it. The things it does knowing it's a game are great. Personally I ended up not liking it in the end, but it's a begrudging dislike and I think any gamer should at least try it. It (and its fanbase) offer yet another perspective on choice and control. I only did one playthrough, though, and don't plan on another. Reflecting on a bit of dialogue at the end, I agreed with the character, and called it quits and moved on to other games.