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The unfortunate issue with making an immersive sim these days is that everybody is so used to looking up things. Look up the best routes, the best choices, the best weapons, the most efficient way to go through a level, the meta builds. www.pcgamer.com/games/sim/di...

pcgamer.comDishonored director Harvey Smith thinks there's still room for big-budget immersive sims: 'When it really comes together and it has the budget behind it and the team, you end up with Deus Ex or Dishon...And now he's going to have to duke it out with Thief designer Randy Smith Evergreen.

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Optimizing the immersion out of them, leaving only the skeleton of a really well designed game. And is that skeleton enough to really appeal to a wider audience that the AAA machine is looking to sustain?

Genuinely asking, how do we even solve this? How can we make sure that each player has a unique experience? How do we encourage them NOT to check for the answers online? or is this simply a non-issue and I'm way off here?

0% irony. this is what you do. you have to separate the system-level Achievement/Trophy stuff from the actual nitty gritty of your game and keep it anodyne, then make it as clear as you can that you're doing this. keep everything secret, missable, rare, mutually exclusive or emergent native in-game

the reason achievements are poison is because they tie the average person's conception of what the "complete" game content even *is* tied to a completely inflexible format; doing 100% of this exact list of things with no options or interpretation

Game with one and a half solid, intuitive routes that will be the default, expected experience, where the player doesn't get stuck much, so they won't want to look up anything to beat the game Leave leads to "true ending" or trickier but fun weapons or strats as hints along the way.

If someone still wants to look stuff up, at that point let them? People wanna have fun on their own terms, don't have time for indepth puzzle solving, wanna cheat themselves out of a good game experience - whatever, their choice

One problem is overcoming the psychology that whatever choice you make you're stuck with for a 20+ hour campaign, which I'd say is the root to looking up what choice will lead to the most desirable EXP/outcome.

That also said, statistically most players don't finish long games, let alone play them again. So they'll only ever see that one mode of play they grooved into, which doesn't often compare to a game focused on that play style.

You just have to trust that there are enough players that will meet the game where it is. It's the same accord that people who make puzzle games have- you *can* look up the answer to all the puzzles, but someone who buys a puzzle game isn't going to do that.

imo the problem is the length of the game, in a 20+ hours game, usually the player will get the safest most boring rout that will get to the end game and MAYBE try new things on a subsequent newgame+ with strong weapons etc... if it ever finish the game, since most players never finish long games.

but answering your question, the best way to make sure that every player has a unique experience, is reducing the embedded narrative and creating a game with heavy interconnected systems, similar to what classic roguelikes or dwarf fortress do.

honestly to me the simplest solution is the best one, just put a disclaimer at the start that goes something like "for the recommended experience we advise to refrain from looking at guides or playthroughs" it gives a a direction to how it expects to be engaged with without interfering with contents

At the same time, there seems like a huge appetite for "I played this game with bizarre self-imposed restrictions!" videos Even if only .01% of players will actually play it like that, it's massive free marketing

I really don't see the issue. Some people will do that - and of that's how they wish to engage with a game, that's fine. Others will want to explore more organically. I do both, depending on the game.