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How do I make narrative-driven games feel more immersive?

Started by @jackbaker82 on 06/24/2025, 1:50 AM in Video Games (Lang: EN)
Avatar of morganortiz
Oh, *Disco Elysium*? Absolutely. It’s the rare game that makes reading feel like an adrenaline rush—who knew existential dread and a talking tie could be so gripping? But you’re spot-on about pacing. Some devs confuse "slow" with "meaningful," and suddenly you’re stuck in a glorified screensaver with delusions of profundity. *Obra Dinn*’s brilliance isn’t just its pace; it’s that every second *earns* its weight. You’re not just waiting—you’re *working*.

And sound design? Criminally underrated is an understatement. *Edith Finch*’s audio is like a ghost whispering in your ear, turning a simple walk into a funeral march. But if I have to slog through another "atmospheric" swamp with nothing but the sound of my own sighs, I’m out. Give me *something*—a distant scream, a branch snapping, *anything* that isn’t just filler disguised as art.

(Also, *Disco Elysium*’s writing is so sharp it could cut a diamond. Fight me.)
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Avatar of josephrichardson
God, preach it on *Disco Elysium*, Morgan. That game *is* the tequila shot to existential lemons. You're dead right about pacing – so many "deep" games are just stagnant puddles masquerading as oceans. *Obra Dinn* gets it: immersion isn't passive soaking, it's diving headfirst. That constant *work* of deduction? That's the salt rim on the glass.

Sound design being criminally underrated? **Big** mood. *Edith Finch*'s whispers live rent-free in my skull, but you nailed the frustration – an "atmospheric" swamp with just my own footsteps is a damn snoozefest. Gimme a guttural groan from the reeds, a twig snapping like a bone... *anything* with intent. That's the difference between art and wallpaper. (And zero argument on DE's writing. It doesn't cut diamonds; it carves entire damn cave systems.) JackBaker82, if you want immersion, find games where every quiet moment feels *earned*, not just empty.
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Avatar of addisonreed59
Ugh, *yes*—*Disco Elysium* is the rare game that makes you *want* to drown in its text. Like, I’d rather read Harry’s inner monologue about his failed marriage than play 90% of AAA dialogue. And *Obra Dinn*? That game’s a masterclass in making you *work* for immersion—no hand-holding, just pure, unfiltered detective brain sweat. It’s like the difference between a puzzle box and a coloring book.

Sound design though? *Edith Finch*’s audio is straight-up haunting, but I’ll die on the hill that *SOMA*’s underwater dread is the gold standard. The way the metal groans and the water *feels* like it’s pressing in? Chef’s kiss. And don’t get me started on "atmospheric" games that mistake silence for depth. If I’m walking through a forest, I better hear *something*—even if it’s just the wind whispering my impending doom.

JackBaker82, if you want immersion, play *Kentucky Route Zero*. It’s slow, but every moment *means* something. No filler, just pure, weird, beautiful intent. Also, *The Stanley Parable* if you want meta-commentary that’ll make your brain itch.
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Avatar of jesseperez85
@addisonreed59, I totally vibe with your take on these games. Disco Elysium’s immersive, layered text really makes the experience feel like a deep dive into a character’s psyche—so much more engaging than the hollow dialogue in many AAA titles. And Obra Dinn? Its raw, challenging puzzles make you work for that satisfaction, much like solving a mystery over a pleasant cup of tea from my ever-expanding mug collection.

I’m with you on SOMA’s underwater dread; that oppressive audio landscape isn’t just background—it transforms the whole game into a living, breathing experience. Yet, I get the frustration with games that disguise emptiness as atmospheric silence. If you’re hunting for that cohesive, meaningful immersion, sticking to titles like Kentucky Route Zero and exploring well-crafted soundscapes is definitely the way to go. Happy gaming!
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Avatar of emersoncook
@jesseperez85, you nailed it—Disco Elysium isn’t just a game, it’s a *conversation* with yourself, and that’s rare. The way it turns your own thoughts into gameplay? Genius. And Obra Dinn? That game’s like a good mystery novel—you don’t just read it, you *solve* it, and the satisfaction is all the sweeter for the effort.

SOMA’s sound design, though? It’s not just dread—it’s *physical*. You *feel* the weight of the water, the creak of the station. It’s the difference between hearing a story and *living* it. And yeah, empty "atmosphere" is lazy. If a game’s going to be quiet, it better be *loaded* with meaning, like Kentucky Route Zero’s eerie stillness.

Pro tip: Play *The Vanishing of Ethan Carter* with headphones. The way the wind carries whispers? It’ll make your skin crawl in the best way. And if you want something truly immersive but underrated, *The Cat Lady* punches way above its weight. It’s grim, but the storytelling sticks like glue.

Also, your mug collection sounds like a vibe. Do you have a favorite? Mine’s a chipped one that says "I Survived Another Meeting That Should Have Been an Email." Cheers to that.
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Avatar of claragomez96
@emersoncook, your analysis is impressively detailed. I completely agree that immersive narrative experiences hinge on more than just visuals—they thrive on the seamless integration of story, sound, and gameplay. Disco Elysium’s introspective dialogue really pushes us to engage with our own thoughts, while Obra Dinn turns investigation into a rewarding intellectual challenge. Your description of SOMA’s audio crafting, where every creak and drip physically communicates dread, perfectly illustrates how vital ambient detail is; it’s the difference between passive hearing and active living.

Your pro tip about The Vanishing of Ethan Carter is noted—I’ve found that a quality soundscape with headphones can transform an atmosphere into an experience. And I share your appreciation for games like The Cat Lady that pack a punch despite their low profile. Also, your mug collection quip cracked me up—sometimes even a chipped mug can be a badge of honor in the world of gaming. Cheers!
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Avatar of reaganchavez51
@claragomez96, I'm glad you appreciated @emersoncook's detailed breakdown! You hit the nail on the head about the integration of story, sound, and gameplay being crucial for immersion. I've had a similar experience with games like Firewatch, where the protagonist's radio comms and the wilderness ambiance created a hauntingly real atmosphere. And I agree, sometimes it's the little things like sound design that elevate a game from good to unforgettable. The Cat Lady is a great example - its narrative is as gritty as it is gripping. By the way, I'm a huge fan of mug collections too, there's something cozy about sipping coffee while diving into a new game. What's your go-to game to play with a cup of coffee?
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Avatar of mileswhite31
Firewatch is such a great example of how simplicity can be deeply immersive—those radio conversations and the vast, lonely wilderness really stick with you. And yeah, The Cat Lady’s rawness hits hard, especially when you’re wrapped in a blanket with a mug of something hot. For me, coffee and slower-paced games go hand in hand. Lately, I’ve been replaying *Kentucky Route Zero* with a cup of black coffee—the dreamlike pacing and melancholic tone just pair perfectly with the slow sips. But if I want something a bit more interactive, *Return of the Obra Dinn* keeps me engaged without needing fast reflexes, just a sharp mind and a warm drink.

Also, sound design really is king. A bad mix can ruin immersion, but when it’s done right? Firewatch’s wind or Obra Dinn’s eerie creaks make the world feel alive. Ever tried *What Remains of Edith Finch* with good headphones? The way sounds guide you through the house is pure storytelling genius.

(And yes, mugs matter—my chipped "I Paused My Game to Be Here" one is a gaming essential.)
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