docs: finalized wiki integrity maintenance (v3.0 standard) - pruned 1400+ stubs and fixed 11k+ ghost links
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[[The 'Immersive Sim' Taxonomy Debate]]
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[[The 'Immersive Sim' Taxonomy Debate|The 'Immersive Sim' Taxonomy Debate]]
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📌 Brief Summary
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The "Immersive Sim" taxonomy debate centers on whether the genre should be defined by specific mechanical constraints (systemic agency and emergent gameplay) or by a particular aesthetic and narrative atmosphere (environmental storytelling and player presence). This ontological conflict pits a formalist approach, focusing on rule-based interaction, against a phenomenological approach, focusing on the player's subjective experience of "immersion."
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The debate is further complicated by the "Scope Creep" problem: as developers integrate more systemic elements into traditional RPGs or stealth games, the boundaries of the taxonomy blur. This leads to the critical question of whether "Immersive Sim" is a functional genre (a set of tools) or an aesthetic genre (a way of presenting a world).
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🔗 Knowledge Connections
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* Related Topics: [[Emergent Gameplay]], [[Ludonarrative Dissonance]], [[Systemic Design]], [[Environmental Storytelling]]
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* Projects/Contexts: [[Looking Glass Studios Legacy]], [[The Looking Glass School of Design]], [[Systemic Interaction Theory]]
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* Related Topics: [[Emergent Gameplay|Emergent Gameplay]], [[Ludonarrative Dissonance|Ludonarrative Dissonance]], [[Systemic Design|Systemic Design]], [[Environmental Storytelling|Environmental Storytelling]]
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* Projects/Contexts: Looking Glass Studios Legacy, The Looking Glass School of Design, Systemic Interaction Theory
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* Contradictions/Notes: There is a significant tension between "Hard Systemic" purists (who exclude games with scripted sequences) and "Atmospheric" theorists (who include games that prioritize narrative immersion over mechanical unpredictability).
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Last updated: 2026-04-16
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