It's not that I resent more people liking pie. It's just that I want there to be my particular favourite flavour of pie, too.

Immersion isn’t a mass market activity in that sense, because most people are comfortable being who they are and where they are. It’s us crazy dreamers who are unmoored, and who always seek out secondary worlds.

It’s just that games aren’t just for crazy dreamers anymore.

Please, always let there be people making pies for crazy dreamers. :(

P.S. In Koster's LegendMUD, I found the only virtual world I have EVER truly 'lived' in. The man knows what he's talking about, when it comes to immersion.

Moar thoughts:
There were a lot of responses to Raph's post, and a lot of them arguing that he defined immersion incorrectly.

What really struck a chord with me when I read his post though, was that my idea of immersion is being able to actually live in a world. Where, much like being immersed in a good book - everything goes away. Even 'you' go away. 'You' can be someone else so not yourself, that it's like a vacation from yourself. Movies don't give me that - in movies, no matter how entertained I am, I'm always an observer. Same with MMOs.

It's also not so much needing to feel that your choices can affect the fate of the world in any dramatic way - seriously, I don't feel that in real life, and I live there some of the time! But more the feeling that your choices in the world matter to YOU on a personal and emotional level, as well as an economic one (woot, moar stats always shiny).

Immersion for me, is where the people you deal with have their contextual and emotional reality tied into the world you are both/all inhabiting, where everyone makes sense in the context of said world. Has a context in said world. Has a... meaning in said world.

This is not something any MMO has ever given me. No MMO has given me the feeling that the other people I've dealt with are a living and breathing part of the world we inhabited, that they were grounded in it, rooted in it, had a history in it, could not be the same anywhere else, in any other world. To be quite honest, the social side of MMOs that isn't tied to game architecture seems very much like a glorified chatroom.

...that's what I think of, when I think of immersion.

...that's what I've been mourning ever since I left LegendMUD.

Ghostcrawler: The Role of Role - World of Warcraft

Model Two – Everyone has specialties and you match the spec to the situation
Under this model, we would establish spec specialties. For example, Arcane could be good for single-target fights while Fire is great at AE fights. Some of that design already exists in the game, but we try not to overdo it. If you really like playing one mage spec, or really detest constant spec swapping, then this model isn’t going to be to your liking. Furthermore, we don’t want to overstrain our boss design by having to meet a certain quota of AE vs. single target fights and movement vs. stationary fights and burn phase vs. longevity fights or whatever. It is also really hard to engineer these situations in Arenas or Battlegrounds (for example, both mobility and burst are extremely desirable in PvP), so in those scenarios there still may just be one acceptable spec.

The problem I see here is that WoW is way too limited in what DPS can bring to the table.

Since Ghostcrawler used a mage as this example, here's a mage (elementalist) from a Guild Wars perspective.

Water is good at defending the party, and shutting down both casters and melee (not very good at damage).

Fire is good at burning burning burning. Masses of things, or single things. BURN! Defence? What's that? Shutdown? Well there is about one spell, otherwise, the best shutdown and defence are BURNNNNN THEM ALL.

Air is good at single target spiking (conceptually, the best single target ele damage), shutting down physicals, and to some degree, casters.

Earth is good at defending the party (though not as good as water), but does a decent amount of aoe damage (not as much as fire), and an equally decent amount of shutdown. Not so good at single target.

*pokes simplified GW elementalists* *ponders WoW mages*

...poor buggers really don't have much of a choice at all.

Totorostoro!

Store in a mall I go to sometimes - it's packed with Totoros! Totoros in every shape, size, and form. Totoro bags, Totoro monitor warmers, Totoro tissue holders, Totoro purses, and quite a few other Totorothings I can't even begin to identify.

TOOOOOTOOOOOROOOOOOOOOO!

gui design - Are carousels effective? - User Experience

Carousels are effective at being able to tell people in Marketing/Senior Management that their latest idea is now on the Home Page.

They are next to useless for users and often "skipped" because they look like advertisements. Hence they are a good technique for getting useless information on a Home Page (see first sentence of this post).

In summary, use them to put content that users will ignore on your Home Page. Or, if you prefer, don't use them. Ever.

The answer seems to be, 'mostly ineffective for site users, but it depends'. Note that I emphasized site users. ;)

The answers are hilarious! Doubly so because they seem to be true.

Giving Your Players a Voice: Lessons from EVE Online

On the front line in the battle between CCP and its customers over the fate of EVE is the Council of Stellar Management (CSM), a democratically-elected group of player representatives who have been granted stakeholder status in the company's development process. This body, at times, acts as a sounding board, an advocacy group, or in direct opposition to CCP's business plans.ma

CCP has granted the CSM extraordinary power in terms of the access it has to the developers; several times a year the CSM is flown to the company headquarters in Iceland for days of arduous meetings. When a crisis within the game erupts, such as in 2010's "Summer of Rage" or the recent Monoclegate, in which players revolted when the company introduced virtual items, CCP calls in the CSM to attempt to mediate.

Initially written off by some as a PR stunt, the CSM has developed since its introduction in 2008 into a powerful advocate. Mostly the CSM functions as a sanity check for mid-level developers within CCP to bounce game design ideas off of; since EVE is such a complex universe, it's impossible for every game designer to have personal experience with every aspect of the game.

At other times, however, the CSM has been an outside source of pressure against CCP's management when it makes decisions which overrule the desires of their customers and the game designers, marshaling an impressive nexus of contacts in the gaming media and the player base to get that point across.

Because of that, the CSM project seems like a double-edged sword for CCP from a business perspective. At one level, the CSM has improved the quality of the game and the lives of the players -- and thus CCP's bottom line. On another level, it has shown that a player advocacy group will not be co-opted by the sponsoring developer, and can focus player dissatisfaction into concrete action that can impact the company's balance sheet. A little democracy is a dangerous thing.

Yet, on the whole, the CSM project has been on the side of CCP's bottom line since the beginning. The CSM was vehemently critical of the Tyrannis and Incarna expansions before their releases, both of which were duds -- duds which came to threaten the company's survival. The Crucible expansion, on the other hand, is a laundry list of CSM-sponsored changes to the core gameplay of EVE, and the disaffected customer base has responded by re-subscribing in droves. Democracy can be dangerous if you defy it, but profitable if obeyed.

Fascinating stuff - weighs the pros and cons of EVE's CSM. Especially interesting is how it highlights what a double-edged sword this level of customer involvement is in terms of the bottom-line, with examples of both good and scenarios.

I don't play EVE, but I definitely think they deserve kudos for pursuing a model no one else is even remotely close to trying - and succeeding with it against all expectations.