---
id: wiki-2026-0508-immersive-sim-genre
title: Immersive Sim Genre
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Imm Sim, Systemic Game Design, Looking Glass Lineage, Arkane Style]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [game-design, immersive-sim, systemic-design, emergent-gameplay]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: design-philosophy
  framework: systemic-design
---

# Immersive Sim Genre

## 매 한 줄
> **"매 player 의 매 problem 매 solving 의 매 multiplicity 가 매 매 genre 의 매 정의"**. 매 Immersive Sim (Imm Sim) 은 매 simulated world + 매 reactive system + 매 player choice 의 매 trinity. 매 Looking Glass Studios (Ultima Underworld 1992, System Shock 1994, Thief 1998) 의 매 origin. 매 modern lineage: 매 Arkane Studios (Dishonored, Prey 2017), 매 Warren Spector (Deus Ex 2000), 매 indie 매 revival (Gloomwood, Peripeteia, 2023-2024).

## 매 핵심

### 매 Trinity (Spector & Smith)
1. **매 Player choice**: 매 다수의 매 path (lethal/non-lethal, stealth/combat).
2. **매 Reactive systems**: 매 NPC, 매 environment 가 매 player action 에 매 응답.
3. **매 Coherent world**: 매 internal logic 의 매 consistency.

### 매 Systemic Interactions
- 매 fire + oil → spread.
- 매 water + electricity → conduct.
- 매 NPC + AI memory → 매 long-term consequence.

### 매 Emergent Gameplay
- 매 designer intent 외 매 player solution 의 매 등장.
- e.g., 매 Dishonored — 매 corpse 매 throw 로 매 guard distraction.
- e.g., 매 Prey — 매 GLOO Cannon 으로 매 climbing.

### 매 응용
1. Deus Ex (Ion Storm 2000) — 매 RPG hybrid imm sim.
2. Dishonored series (Arkane 2012-2017).
3. Prey 2017 (Arkane Austin) — 매 magnum opus.
4. Weird West (WolfEye 2022).
5. System Shock Remake (Nightdive 2023).

## 💻 패턴

### Pattern 1: Verb Multiplicity
```python
class GameVerbs:
    """Each player verb should have multiple use cases."""
    def use_lean(self):
        # Combat (peek), stealth (hide), exploration (look around)
        pass
    def use_throw(self, item):
        # Weapon, distraction, puzzle (throw on pressure plate),
        # traversal (throw box, jump on it)
        pass
# Imm Sim rule: every verb should solve 3+ problem types
```

### Pattern 2: Reactive World Schema
```typescript
interface WorldState {
  fires: Set<Position>;
  electrified_water: Set<Position>;
  oiled_surfaces: Set<Position>;
  npc_memory: Map<NpcId, Event[]>;
}

function tickInteractions(world: WorldState) {
  for (const fire of world.fires) {
    for (const oil of world.oiled_surfaces) {
      if (distance(fire, oil) < 2) world.fires.add(oil);
    }
  }
}
```

### Pattern 3: NPC Awareness Hierarchy
```rust
#[derive(Debug, Clone)]
enum AwarenessLevel {
    Unaware,
    Suspicious,
    Searching,
    Combat,
    LostTarget,
}

struct NpcAi {
    level: AwarenessLevel,
    last_known_pos: Option<Position>,
    memory_decay_sec: f32,
}

impl NpcAi {
    fn on_stimulus(&mut self, s: Stimulus) {
        self.level = match (self.level.clone(), s) {
            (AwarenessLevel::Unaware, Stimulus::Sound) => AwarenessLevel::Suspicious,
            (AwarenessLevel::Suspicious, Stimulus::Sight(_)) => AwarenessLevel::Combat,
            (l, _) => l,
        };
    }
}
```

### Pattern 4: Multi-Solution Puzzle
```csharp
public class SecuredDoor : Puzzle {
    public List<Solution> ValidSolutions => new() {
        new Solution { Verb = "lockpick",  Skill = "Hacking", Difficulty = 3 },
        new Solution { Verb = "find_key",  Item  = "vault_key" },
        new Solution { Verb = "vent",      Pos   = new(2, 5) },
        new Solution { Verb = "explosive", Item  = "C4" },
        new Solution { Verb = "persuade",  Npc   = "guard_03" },
    };
}
```

### Pattern 5: Emergent Combo Detection
```python
def telemetry_emergent_solutions(playthrough_log):
    designer_solutions = load_intended_solutions()
    for puzzle in playthrough_log.puzzles:
        if puzzle.solution not in designer_solutions[puzzle.id]:
            log_for_review(puzzle.solution)
# This is how Dishonored's "rat tunnel" became canonical
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| 매 puzzle/gate 디자인 | 매 3+ solution path 보장 (lockpick/key/vent/explosive/social) |
| 매 system 디자인 | 매 element (fire/water/electricity) 매 cross-interaction 정의 |
| 매 NPC AI | 매 awareness hierarchy + 매 memory + decay |
| 매 level 디자인 | 매 vertical layering (vent, rooftop, sewer) |
| 매 narrative | 매 NPC reactive memory — 매 player history 반영 |

**기본값**: 매 Spector trinity 준수 + 매 telemetry-driven emergent path 기록.

## 🔗 Graph
- 부모: [[Systemic-Game-Design]] · [[Looking-Glass-Lineage]]
- 변형: [[BioShock-Critique]]

## 🤖 LLM 활용
**언제**: 매 imm sim level 설계, 매 system interaction matrix 정의, 매 emergent telemetry 분석.
**언제 X**: 매 linear narrative game, 매 lobby PvP — 매 systemic complexity 의 매 비용 가치 없음.

## ❌ 안티패턴
- **Single-solution gate**: 매 only 매 lockpick 만 매 가능 — 매 imm sim 정신 위배.
- **No system interaction**: 매 fire 가 매 oil 매 ignite 안 함 — 매 reactive world 부재.
- **Static NPC**: 매 player crime 후 매 동일 routine — 매 immersion 파괴.
- **Verb scarcity**: 매 verb 가 매 single-use — 매 emergent gameplay 봉쇄.
- **Patchout emergent solutions**: 매 player 의 매 creative path 매 nerf — 매 community 분노.

## 🧪 검증 / 중복
- Verified (Spector "Postcards from the Edge" GDC, Arkane design talks, Looking Glass postmortems).
- 신뢰도 A.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — Imm Sim 의 trinity + 5-pattern (verb, reactive world, NPC AI, multi-solution, emergent telemetry) |
