So I reflected about all this typology stuff and how it related to immersion, then I put it on the back burner to let it stew for a while. Here are the results.
There is a diagram that I have in my head that I can’t easily translate into words. It’s a pie chart that gets divided in four ways, one slice for each function (N, F, S, T). Now, these functions can overlap and often express themselves in another four-way division of the circle (NF, NT, ST, SF). Each way of slicing the pie has a style of immersion associated with it and a set of techniques that facilitate it. The more blended the individual’s faculties, the more their immersion is described by one of NF, NT, etc. cuts. The more the individual’s immersion depends on a single function, the more it is described by the N, F, etc. cuts. A single person may have multiple immersion styles.
Below, I go into a brief description of each style. I hope to develop an extended discussion of each in the future, focusing on techniques that may enhance their particular brand of immersion.
Hypothesis: opposing functions / function pairings produce contrary immersion styles. Engaging in one tends to obscure engaging in the opposing style. Each immersion style may provide a degree of ‘interference’ to other immersion styles. So, we move from interference to outright opposition as we move around the circle. This hypothesis is not settled and its accuracy does not impact the descriptions that follow, but has the potential to amplify it.
The Two Models(Single Function)N immersion (“Let me Imagine”): An N gamer needs to have the space to imagine the game as it unfolds. This is an internal process, one that requires they have time to ‘process’ their experience in the game into speculation and fantasy.
F immersion (“Let Me Feel”): An F gamer needs to have a game that allows them to invest emotionally in the world, their fellow players, and the NPC’s that populate the world. Those investments need to feed directly into the game itself.
S immersion (“Make Me See”): An S gamer needs a thickly imagined world, one with sights and sounds, textures and flavors. When they examine an object more closely, that object needs to become more particular.
T immersion (“Make Me Reason”): A T gamer needs a game that they can explore conceptually. The world needs to seem rational, well-ordered, and provide puzzle-like challenges that they can solve through the application of logic. Most often, the complexity of an rpg system attracts these players, leading them to approach the game primarily as a rules system to be exploited.
(Dual Function)NF immersion (“Inspire Me”): An NF gamer needs a game that helps them experience new emotions, intense emotions. They enjoy a game that lets them play characters that embody affective states, characters whose affections border on the spiritual. The state itself, sometimes more so than the event that initiates it, becomes primary.
NT immersion (“Let Me Figure Out the Rules”): An NT gamer sees the game as the application of a series of rules, the complexity emerging from their intersection. They have the most fun parsing out these intersections and learning how to manipulate them to their benefit.
ST immersion (“Let Me Work the Levers”): An ST gamer, like the NT gamer, sees the game as an application of rules. However, for them, the rules are less abstract, more concrete. They enjoy puzzles with clear solutions, combat challenges that require them to think tactically, with a concrete number of units and positions involved.
SF immersion (“Put Me in the Picture”): An SF gamer, like an NF gamer, needs a game that helps them experience strong emotions. Unlike the NF, though, they prefer visceral emotions firmly rooted to the particular events of the game. Whereas an NF’s emotions and behavior borders on the symbolic, the SF prefers visceral emotion. They dwell upon the details of the experience—-the crunch of the troll’s bones, the princess’ chaste kiss, and so on.
I can’t help myself from thinking about how a game like D&D looks through this lens. The settings tend to be very SF and NF with their sweeping conflicts and colorful backdrop, but play tends to favor NT and ST. It is NT to the extent that the progression and development of a character over the course of a game is a rules-driven process, one that favors someone who enjoys working through those rules and finding optimizing combinations. It is ST to the extent that a standard module focuses on tactical level combat and puzzles with well-defined solutions.
A standard module definitely throws a sop to the SF player with its gray box of descriptive text which allows a player to situate their character. But it doesn’t do much more than that since the ‘real’ information ends up being tactical and rules driven. The NF player most often has to struggle along, finding investment where they can. Frequently, the sort of investments they desire are only gestured to in a standard module—-simple hooks to draw the players in but which remain behind the scenes.
I suspect a lot of mainstream games follow this pattern-—they appeal to a lot of SF / NF players in terms of their presentation, but frequently favor NT / ST players in practice. SF / NF players are more likely to get more freeform almost by necessity.