I’m hoping to study RPG immersion through performance in the moment. Come join me as I play through the beginning of Torment: Tides of Numenera on https://www.twitch.tv/8mph1 and let’s discuss the game itself and my performance of it on Discord.
Questions I’m hoping to consider:
- This is a game designed above all to make the player feel their choices matter. How is that reflected in the moment of performance?
- How does that “mattering” affect how a player does perform?
- How do various familiar RPG mechanics, like dialogue-trees and combat, reflect or not reflect “mattering,” and how do they thus relate to the immersion or perhaps the “disimmersion” of the game?
- How do we feel about a more-or-less traditional RPG after our travels through rogue-likes and rogue-lites and Yakuza? How is this like Flip-Flop Solitaire, or not?
We’ll meet this Thursday at 8:30pm EST / 5:30pm PST.