Tunnel Vision

The connection between my game of choice, In Death, and our class has to do with a specific aspect of Jamie Madigan’s article “The Psychology of Immersion in Video Games”.  The article goes into the concept of richness and draws upon four aspects of video games that relates to it.  One of the aspects that really connects with In Death is the idea of a cognitively demanding environment.  Madigan describes these environments as “[environments] where players have to focus on what’s going on and getting by in the game will tie up mental resources.” (Madigan).  The gameplay of In Death centralizes around this concept because in order to proceed in the game and score the most points possible, you have to have tunnel vision.  If you stop and look around at the scenery, despite its beauty, a demonic archer will take you out and end your game.  You also have to be diligent about what is directly in front of you and not wandering off in sight because ghouls pop out of shadows.  Staying focused on the area in front of you is the only way to progress in the game, you cannot allow yourself to be wrapped up staring at the details and the environment around you as a whole.  The major discrepancy between Madigan’s idea of cognitively demanding environments and the VR game, In Death, is that Madigan is saying that a major purpose of these environments is to compensate for the surrounding environments that maybe did not get as much attention during creating.  In Death, however, has a remarkable environment as a whole.  From the castles to the minute details like the stain glass windows.  Due to these little details, I would argue that it is a more immersive experience because the more detail, the more believable it is to think that you are actually at that location.

(In game picture of a room with multiple enemy targets)