Section8 said:
I'm al for having justified existence and rational explanations for everything. To me, that's the cornerstone of creating a plausible game world.
Definately.
It's more work to make, but fuck, it's work that pays off.
Monster types be logical and explainable, their placements, town placement and sizes, dungeon/fortress placements and reasons for being there, make histories and set up general economies, the geographics of the world, etc. etc. Make that shit plausable.
Make a nest of goblins that have a hierarchy of command, give them some shelters to live in that they would and could build, put them next to a river for food/water reasons. Even just little stuff like that.
Develop political figures in the world that are believable. Not just some dude in a fancy hat named 'Duke of Pants'.
Just make an imaginary world that is believable. I think that is the biggest factor for immersion.
Immersion is broken in games where you have to suspend your belief and you know it's all just total fake stuff that could never really work out.
You need to have a made up world that someone could actually live in, a place with realistic design and histories.
No amount of graphics can create immersion on par with that.
What would feel more real, a super detailed bump mapped light bloomed picture-esque street in a large city that just has some filler NPCs wandering around with guards wandering around?
or an average looking crowded market street, with dozens of people making their way through while people at market stands shout bargins, people stopping and looking at and buying things. With guards watching in attendance next to stands with expensive wares, who will rotate stands with the other guards, while also swatting away thieves (with more experienced ones actually making off with stuff).