<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[VG boundaries 1]]></provider_name><provider_url><![CDATA[https://vgboundaries1.wordpress.com]]></provider_url><author_name><![CDATA[elorm42]]></author_name><author_url><![CDATA[https://vgboundaries1.wordpress.com/author/wredd19/]]></author_url><title><![CDATA[Immersion and Decision Fatigue in&nbsp;Videogames]]></title><type><![CDATA[link]]></type><html><![CDATA[<p><span style="font-weight:400;">The interplay between decision making and immersion is an aspect of video games I have recently been contemplating. In games such as </span><i><span style="font-weight:400;">Crash Bandicoot</span></i><span style="font-weight:400;">, the choices a player makes are limited due to linear storylines and simple game mechanics. Other games such as </span><i><span style="font-weight:400;">Assassin&#8217;s Creed: Origins</span></i><span style="font-weight:400;"> create vast open worlds that provide players with a wealth of options during gameplay. Players can choose to play main missions, take side quests, customize their character in a variety of ways, among other things. </span></p>
<p><span style="font-weight:400;">Despite the seemingly never-ending panoply of features I observe in the latest video games, I am struck by how few of them are as immersive as relatively simple games. Take, for instance, the two games already mentioned: </span><i><span style="font-weight:400;">Crash Bandicoot </span></i><span style="font-weight:400;">and </span><i><span style="font-weight:400;">Assassin&#8217;s Creed: Origins</span></i><span style="font-weight:400;">. Although I am entertained whenever I play both games, I only find myself losing track of time when I play </span><i><span style="font-weight:400;">Crash Bandicoot</span></i><span style="font-weight:400;">. As I wondered why a game with few customization features and a simple storyline immersed me to a deeper extent than an excruciatingly detailed open-world game with a cornucopia of gameplay options, I realized that the answer to my question might lie in a paradox. I found </span><i><span style="font-weight:400;">Crash </span></i><span style="font-weight:400;">more immersive because I had fewer options in the game than in </span><i><span style="font-weight:400;">Origins</span></i><span style="font-weight:400;">. With </span><i><span style="font-weight:400;">Crash</span></i><span style="font-weight:400;">, I had a simple objective: complete a level while avoiding obstacles and amassing as many points as possible. This simplicity freed me from an analytical frame of mind, which was in full gear while playing </span><i><span style="font-weight:400;">Origins</span></i><span style="font-weight:400;">. It was this freedom from over-analyzing game decisions that might have helped facilitate my immersive experience while playing </span><i><span style="font-weight:400;">Crash</span></i><span style="font-weight:400;">.</span></p>
<p><span style="font-weight:400;">This realization also got me thinking about decision fatigue, which builds up when a person is repeatedly faced with decisions to make. Mental fatigue builds up as you make one deliberate decision after another; however, routine tasks and unconscious processes such as your body’s regulation of its internal temperature do not result in decision fatigue. Video games are, in a sense, decision-driven narratives that are composed of a blend of unconscious and deliberate decisions. </span><i><span style="font-weight:400;">Crash Bandicoot </span></i><span style="font-weight:400;">required me to make decisions during gameplay, just as </span><i><span style="font-weight:400;">Assassin&#8217;s Creed: Origins </span></i><span style="font-weight:400;">did. However, I noticed that most of the decisions I made while playing </span><i><span style="font-weight:400;">Crash</span></i><span style="font-weight:400;"> did not require much conscious thought (eg: I instinctively hit a button that makes my character jump over a gap as it approaches). However, </span><i><span style="font-weight:400;">Origins</span></i><span style="font-weight:400;"> required a lot of deliberate decision making (should I play a main quest or a side quest? Which weapons should I equip/upgrade? Should I approach my assassination target with stealth or firepower?). I wonder whether my immersion while playing </span><i><span style="font-weight:400;">Crash</span></i><span style="font-weight:400;"> was a result of the fact that I experienced very little decision fatigue during gameplay. If there is indeed a causal link between decision fatigue and immersion in video games, I also wonder what that means for AAA games that attempt to immerse players in their game worlds by providing an ever-increasing array of options.</span></p>
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