Taken from the “Why do people try to use Java 2D to make games” thread:
I do not want to stir the Java2D discussion up again, and I think this point can well be discussed independently. Also I went through several of such discussions in the past, and don’t really want to bring it up all again. But I want to present a few points, which might be interesting:
From books over comics to movies, there is an increasing level of graphical and auditory presentation. But it’s not directly linked to the immersiveness that the contemplators experience.
Books are text only, have no sound, and only few and static images included. Still books can be a very immersive experience. I think this is a good example that immersion does not depend on the realism or even flashiness of the presentation. Immersion happens in the head of the contemplator.
Roguelike games use a very abstract, even non-symbolic representation of their game worlds, but many players experience them as very immersive. Moreover, the players tell that the freedom which the nonsymbolic representation gives their imagination, is a good thing because they can imagine the game the way they like it best.
Comics take away with some of the freedom. The pictures limit the freedom of imagination a bit, but there is still a lot of freedom there, since the pictures are static and much action happens even between the panels, unshown and purely in the mind of the reader.
Movies take away another freedom, the imagination of action. Some movies show much detail of the action, some don’t. But the tendency is there.
Finally, all of these can be immersive experiences. Going back to the inital claim, that graphics and auditory presentation matter for immersion, I want to express my doubts. Particularly when considering the books example. I believe that immersion happens in the head of the contemplator, and is not directly dependent on the graphical or auditorial level or even realism of the presentation.