Originally Posted by Ihaterpg
Do you really think that the strongest immersion is generated by the higher realism?
It's not true arguing, but it's what I noticed from my gameplay. When I played too long games sessions it was never because of the suspension of disbelief mechanism and realism level, but more because of competition, or action capture, or problem solving concentration. To temper I'd say that there's perhaps rather different categories of gamers and it's perhaps linked with RPG players that roleplay and identify to the character and RPG players that control and watch a character, I'm in second category.
I mean suspension of disbelief is important but it doesn't involves better realism to work.
Higher realism put more focus on all the work around realism and remove the focus on gameplay design and adds a lot of difficulty and constraints to gemaplay design. This tends make games less deep and less fun.
Higher realism skyrocket budgets costs by increasing constantly the amount of details. This tends make games smaller or with with much more fillers, and less deep.
The problem is that immersion doesn't make a game and that realism involves a lot of very strong design constraints. My bet is many game genres lost a lot of gameplay depth and diversity because of a higher ambient barrier of the acceptable level of realism for an acceptable suspension of disbelief level.