Our series Inside XR Design examines specific examples of great XR design. Today we’re looking at the game Synapse and exploring the concept of embodiment and what makes it important to VR games.
So what the hell is embodiment and why am I boring you talking about it rather than just talking about all the cool shooting, and explosions, and smart design in the game? Well, it’s going to help us understand why certain design decisions in Synapse are so effective. So stick with me here for just a minute.
Embodiment is a term I use to describe the feeling of being physically present within a VR experience. Like you’re actually standing there in the world that’s around you.
And now your reasonable response is, “but don’t we already use the word immersion for that?”
Well colloquially people certainly do, but I want to make an important distinction between ‘immersion’ and ‘embodiment’.
‘Immersion’, for the purposes of our discussion, is when something has your complete attention. We all agree that a movie can be immersive, right? When the story or action is so engrossing it’s almost like nothing outside of the theater even exists at that moment. But has even the most immersive movie you’ve ever seen made you think you were physically inside the movie? Certainly not.
And that’s where ’embodiment’ comes in. For the sake of specificity, I’m defining immersion as being about attention. On the other hand, embodiment is about your sense of physical presence and how it relates to the world around you.