Ideas for Immersion in Pillars of Eternity: General Discussion (NO SPOILERS) Posted June 24, 2015 I prefer the term internal consistency to immersion, because immersion is largely subjective while the internal consistency of a setting is not. This is one area where modern games have undoubtedly degenerated, look at Ultima VI and VII over twenty years old now, a living world where every npc had a daily routine, that fitted with his character and gave insight into his life. This enriched the gameworld, made it more than a simple theatre upon which the protagonist performs, and gave life and agency to the npc's you interacted with. This was the high point of the RPG genre for me, and since then they have markedly degenerated, streamlining, dumbing down and jettisoning content and features in favour of the core experience. Well the core experience has been achieved and surpassed, RPG's now are barely alive combat and conversation simulators, and anything beyond that is scorned as busywork, not part of the core experience or too difficult and frustrating for the player to bother with. Of course this is nonsense, young children can deal with multiple systems and RPG veterans certainly can, but the harmful streamlining narrative endures. It is saddening to see this degeneration championed and celebrated. What is the result: A lifeless world, lifeless characters and and an unbelievable, dead setting where there is virtually no interaction with anything. My character carries cart loads of equipment without even equipping a backpack, it is illogical and harms the internal consistency of the setting, perish the thought that I must pick and choose what I carry, that it must be a strategic choice or that the game behaves in a realistic manner. When I go in a tavern I cannot sit down on a seat, order a meal and watch the populace visit and leave the place as the hours change, because there is no change or verisimilitude in the places at all. Of course the argument against this verisimilitude is the usual pathetic and childish one: Dragons exist and fly so anything is possible! No, fantastic elements are governed by their own rules, and serve to reinforce the mundane as fantastic elements are supposed to. A Wizard and his spells have rules and stipulations, the unstoppable power to change all creation and render anything possible is not within his power, if it were he would be a god or something more and beyond worrying about this small world in the void. I would personally like to see as many features, content and as much reactivity and logical restrictions as the setting can handle. If this means a smaller game with far more detail packed into each area, alive npcs who behave realistically, far less identikit loot to haul about, and far more reactivity to our actions, then that is a good price to pay and an example of streamlining done correctly. Of course this is merely my opinion. Totally agree. It blows my mind to think back when i was 12 I was experiencing the peak of RPG's but it seems to be the case. Just glad I got to grow up with the greats I suppose, though I had really hoped things would have continued to improve. Obligatory console defamation sentence here , etc etc.