That's a good goal to strive for when designing. I believe role playing games do this best when there are consequences to your choices and actions. Mass Effect really nailed this with subtlety by forcing you to deal with every word you said. For example: if you threaten someone who is tough as nails and your skill in that style is not high enough you lose out on the opportunity for a dozen more dialogue lines and experience points and may even fail the quest (if it's a minor side quest). I have played Mirror's Edge. Although I never felt any emotional attachment to the game on any level, it was a fun little first person jaunt through the rooftops of a city. I never felt like being an achievement whore so I skip out on a lot of those achievements not built into the game for in game rewards. --- On Thu, 6/25/09, Chris Riccobono <crysalim@xxxxxxxxx> wrote: > From: Chris Riccobono <crysalim@xxxxxxxxx> > Subject: [project1dev] immersion in games > To: project1dev@xxxxxxxxxxxxx > Date: Thursday, June 25, 2009, 2:41 AM > This is a nice short post about how a > person felt while playing > Mirror's Edge. I've never played the game, but a few > things I've > heard about it sounded kind of interesting. I don't > plan on playing > it, but this particular experience is really something > important in > games, and it really reminded me of what we're trying to do > here. > > http://www.gamasutra.com/blogs/MartinNerurkar/20090624/2102/No_Murder__Mirrors_Edge.php > >