Disclaimer: When I’m referring to gameplay, I don’t mean the combat system. What I’m really referring to is the entirety of the player to world interaction and all that it entails, part of which is the game’s combat.
For those of who aren’t Google savvy, when something is endogenous it originates within a living system. You sometimes hear term used in the life sciences, but I believe it applies to imaginary game worlds as well because they’re akin to living systems.
Games are a unique medium because to immerse the player into a “living world” they not require suspension of disbelief, but they need to also provide secondary belief (or secondary internal logic) due to the player’s agency and their ability to interact with the details of the world. This is because players often progress through the narrative through their own paths rather than the one laid out to them by the designer; their interaction with the setting details often becomes a part of their story. The most immersive game worlds are created by designers who make sure that most details and systems that the players are able to interact with are endogenous, because if these details and systems aren’t they can easily destroy secondary belief and, by extension, remove the player from immersion.
Now I’m pretty sure you know where I’m going with this, but before I start lambasting Guild Wars 2 again, I want to give an example of the power of a world with tightly sewn elements of immersion, one that has been the top seller on steam for nearly a year and whose expansions are currently in the top 10 and 20…
Skyrim
Everyone I know who’s played it loves Skyrim, even people I wouldn’t expect to like action adventure games. However every time someone tries to explain why they liked Skyrim by breaking the game down to individual gameplay elements, they seem find that the individual elements weren’t that great. The combat in Skyrim was fun, but it was nowhere near as good as, say, Dragon’s Dogma and you could even say it was comparably primitive and clunky. The loot was interesting, but alone each unique item wasn’t that powerful or even visually impressive. And the questing was really simple and not that interesting. I mean, it was just run through X dungeon and beat up X. But was everything endogenous? Oh god, yes!
You see Skyrim was a game that did everything in service to its world and the themes it explored. Despite how restrictive this may sound, I would say that it’s a superlative direction of the game’s designs. It certainly didn’t pull punches during the tutorial, and in fact by making sure players were aware of the central themes of the game everything following the tutorial became more approachable and engrossing(You see, ANet? Tutorials can be great!).
How this relates to Guild Wars 2
Now if I were to compare vanilla Skyrim’s world (sans mods) to a constantly updated and “evolving” triple A MMO world in Guild Wars 2, I would say that the Skryim’s world feels more alive and evolving. Why is this? Both games have their own worlds, characters, storylines and quests (heart quest if you want to be specific), but only Skyrim manages to keep the experience almost entirely endogenous. It’s better at being a consistent world, and therefore better at keeping me within the confines of it. It is far more immersive than Guild Wars 2.
(edited by TwoBit.5903)