Ok, here is what I think SotA needs for me to be immersive: - Every scene should be logically populated by creatures that make sense for them to be there. - Creature and enemies should behave naturally - not just stand around or walk in circles amd wait to be attacked. They should do something, it should look like they have a life. - No respawning out of thin air (I know this is problematic for multiplayer and will be included in offline but I add it nonetheless) - Cities should have unique looks, interesting layouts and not just be hubs for social acitivities or places for housing. Basically cities should have unique "personalities" - NPCs need a place to stay, a daily schedule, interesting backgrounds, secrets and a reason to be in the world (again I know this is being worked on) - Every house should be decorated in an atmospheric way and not look empty - NPCs we meet during quests should have a place in the world - for example what happens to the healer in Highvale or the scavenger in Solace Bridge? - NPCs should react in a natural way and not repeat the same answers like robots or don't know us anymore when we talk to them again. - Quests should have more depth, be more complex, full of twists and surprises. We should actually do and investigate things and not get important items automatically (yes I mean the infamous Highvale gate keys). - Much more quests. - There should be more to quest NPCs. For example why is there no interesting background for the healer in Highvale or why doesn't he have some secrets we can discover? - Cleared areas should be resettled either by roving monsters or by NPCs that move there - No HUD. If we need a compass, the hero should take it out of his backpack. No hotbars - yes this would mean a totally different combat system, but this would be my defintion of immersion. No floating numbers for damage. Enemies should have visible wounds, limp, go down etc. No healthbar. If we are near death, the edges of the screen could become red, the sight blurred. No icons for buffs or debuffs but instead visual indicators like effects on the hero. - No lists or windows or UI-grids. We should just use every item in the world in a logical way. Move ore into a forge. Use the metal with a hammer on the anvil etc. Just backpack mode for inventory. No paperdoll - just drag the items on the avatar. - No stat or skill windows. No numbers. No levels. We get better, invisible stats and skills improve but we don't see the numbers but instead feel it for example by being able to kill enemies faster or endure more hits, being able to jump further etc. - A spellbook like magic system like in the old Ultimas with an atmospheric spellbook we collect our spells in. Reagents that have a meaning. Spells need to be found or bought. - Active combat system - similar to Skyrim. - An atmospheric dialoge window that presents the conversations in an interesting way. - Either descriptions of what the NPCs do during conversations or have very detailed animations that show it. - Unique looking NPCs. - Events that happen around us like a dragon suddenly attacking a village, a thief running out of a shop, a murder occuring in front of us. The story should not be told with texts and dialogues only. - More secrets and interesting areas in the scene where things like the above mentioned events can happen - Roving encounters and animals on the overland map. Also secrets we can discover on the overland map. - NPCs like merchants should travel around the world. - A natural transition from scene to overland map and back, not some loading screens. - We just play in the world without seeing any windows, lists, floating numbers or bars. - Our decisions and deeds should have visible consequences and be recognized by the NPCs. - No scenes that have no real purpose in the world. Shardfalls and other "PvP"-areas should have a purpose and meaning besides PvP. - Dungeons should be logically populated and we should be able to clear them. What are undead doing in the sewers? Where do they come from? Why is no one concerned about this? - There should be scenes that are not about combat. Every time I enter a scene I instantly know that I have to fight. How about "silent" scenes without enemies in which have to do some detective work etc.? - Every item (according to its weight) should be moveable and we should be able to drop items everywhere. Items should be hidden underneath other items Maybe more features will come to my mind but those are the things that I came up with now. I nearly forgot: - A flow to the game. Suddenly reaching an area that is way too hard while just following the story destroys the flow of the game. There should be no grinding involved when we just want to do the story.