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How a nod to Nietzsche in Soma were given me pondering two times about that suffocating buzzword, immersion

admin@news.funofgaming.com by admin@news.funofgaming.com
15/10/2025
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How a nod to Nietzsche in Soma were given me pondering two times about that suffocating buzzword, immersion
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I will’t be mindful the primary time I felt “immersed” in a videogame, however I will be mindful the primary time I were given caught below a swimming pool go with the flow as a child, scratching at a scabby foam ceiling roamed through mocking silver jellyfish of air. I will be mindful the primary few instances I drowned in videogames, combating the waterlogged dealing with in Sonic’s Labyrinth Zone, or running the agile sarcophagus this is Lara Croft in Aztec print grottos of antiseptic blue.

I to find the continued use of “immersive” to explain plausible videogame worlds bizarre and just a little alarming. Partial immersion can be something – the videogame as great sizzling bathtub on the finish of the day, the videogame as splashing round in a circulate of idea, the videogame as one of those apple-bobbing. The “immersion” of the “immersive sim” is a special subject fully: it is a field of clockwork you might be invited to tease aside, now not some hyperreal enclosure. However the “complete” or “general” sensory immersion time and again presented through big-budget, photoreal three-D video games turns out so much like suffocation.


Even divorced from the speculation of death within the depths, and taken critically as a mental state moderately than a advertising buzzword, the promise of entire “immersion” feels like a risk. It includes self loss, time loss, incapability to recognise a simulation for itself, susceptibility to no matter that simulation imposes on you. Publishers and builders throw this concept round in press releases, then act all harm and shocked when enterprising quacks get started making wild claims about dissociation and habit.

I have been pondering in recent years, on the other hand, about how immersion may well be reconfigured as a vital instrument, about whether or not the speculation of play as a plunge underneath the skin does not seize one thing necessary, finally. This adventure starts with a plastic paperweight of a well-known philosopher I discovered whilst replaying Frictional’s horror recreation Soma, which seems to be at the verge of having a sequel. Beware average Soma spoilers from this level on.


A ball-shaped aquatic robot approaching an ocean bunker overgrown by coral and weeds with
Symbol credit score: New Sport Community / Frictional


Soma takes “immersion” again to its older etymological affiliation with baptism. It’s in regards to the marvel and dread of being reborn underwater. It casts you as Simon, a grieving guy who drops through the document’s for a scan in the future, and wakes seconds later in a collapsing synthetic habitat at the deep ocean flooring. Stalked and, now and then, aided through cybernetic creatures, Simon turns into embroiled in a seek for the Ark – a simulated full-body VR paradise this is designed to safe haven the digitised minds of the surviving PATHOS-II team.


Soma is an existential idea experiment that from time to time wears its bibliography on its sleeve. In a single failing outpost, you stumble right into a scientist’s quarters that harbours works from Rene Descartes, Carl Jung and Ludwig Wittgenstein. There may be additionally a statue of Qieci, the ninth century Chinese language monk latterly referred to as the “Guffawing Buddha”, and on a table towards the hull, a bobblehead of nineteenth century German thinker Friedrich Nietzsche. I have been seeking to determine how Nietzsche would really feel about being reincarnated as an abyssal Funko Pop. Given the comedian indignities he inflicts on his personal authorial proxy in Thus Spake Zarathustra – one of those spoof New Testomony – I love to suppose he would had been happy.


A plastic statue of Friedrich Nietzsche on a computer table surrounded by wall charts and notes in Frictional's horror game Soma.
Symbol credit score: seljca / Frictional Video games


I am no actual Nietzsche student, however I have studied a few his books intensive, and to find him to be an engrossing, complicated, anguished monster: a lyrical and forever quotable despiser of false morality; a cleric’s son who notoriously declared (once more, by means of Zarathustra) that God Is Useless; a lifelong convalescent who sought to shuck off non secular disgrace and to find pleasure within the physique; a tedious sexist and a realizing megalomaniac who prankishly characterized himself because the Anti-Christ.


Nietzsche’s legacy is arduous to disentangle from his posthumous co-option through the Nazis, who cherry-picked and misrepresented such concepts as “will to energy” and the “ubermensch”. In lifestyles, he scorned anti-Semites and demagogic nationalists at massive, however his writing is complete however of recent racial and ethnic caricatures. You might want to argue that there’s a proto-fascist float to his account of civilization as a battle for transcendence performed through “peoples” with other proportions of virility and effeminacy, aristocracy and slavishness. As such, I to find it tough to attract straightforwardly from his paintings, however Nietzsche has a minimum of one concept I really like sharing and seeking to get my head round. I used to be glad to find his likeness submerged in a videogame you’ll be able to redefine as an investigation of what he calls the Dionysian.


Dionysus is the traditional Greek god of wine, fertility and joyful celebration. In Nietzsche’s first main e-newsletter, The Delivery of Tragedy, this god turns into a cosmic social pressure of intoxication and dissolution – a violent ingenious, creative, communal urge. Nietzsche describes the Dionysian as a rapture during which human beings rupture and mingle with the chaos of nature, during which selves glide like liquor and our bodies are printed for transformable subject – “right here the noblest clay, the most costly marble, guy, is kneaded and hewn”.


A nightmarishly divided and distorted image of a woman's face with red-lit machinery in the darkness behind, from Soma.
Symbol credit score: Frictional Video games


Dionysus is an invigorating molten darkness, a “sparkling lifestyles” within the veins of the traditional Greeks, but when he’s left unchecked, his mad dance turns into “an abominable mix of sensuality and cruelty”. As such, he calls for a symbiotic counterpoint – Apollo, god of sunshine and of the picture. The place the Dionysian engulfs the mind in a drunken, bloody twirl, Apollo offers in lucid desires, a radiant realm of fantastically outstanding and ordered representations. He’s the god of individuation, and thereby of constructions produced from people, together with the edifice of the state.

Apollo is had to save you Dionysus from lowering the whole thing to formless agony and ecstasy, but when he’s too sturdy, his photographs develop “cadaverous” and oppressive. He turns into an tool of segregation and alienation. Nietzsche summarises the connection between those primordial drives in Schopenhauerian phrases as that of a heaving ocean surrounding a voyager. To method the Dionysian is to lean over the aspect of the boat, plunge your head below.


Nietzsche proposes that each one wholesome cultures want each the pristine Apollonian international of pictures and its mad Dionysian dissolution, and that the making and revel in of artwork is easiest understood as a mechanism for managing this godly alchemy. Artwork alters the steadiness of energy between Apollo and Dionysus, and thus supplies a foundation for quite a lot of varieties of society. In terms of the Historical Greek theatrical tragedy, for instance, Apollo is provide because the named characters of the tale – shining figures out of legend. However in among those towering personae strikes a Dionysian multitude, the Refrain, who lack an easy similar in as of late’s secular dramaturgy, serving through turns as ritual components, narrators and onlookers.


A drawing of an Ancient Greek theatre, viewed from the stands. Taken from a late 19th century German encyclopedia.
Symbol credit score: Joseph Kürschner


In Nietzsche’s research, the Refrain shape a transferring, sunlit layer between the violence of any classical tragedy – the cave in of the hero’s tale into orgiastic destroy – and the spectating crowds. The Refrain are each a “dwelling wall erected towards the pounding typhoon” of the person’s destruction, and a double of the spectators that permits us to image ourselves as Dionysian revellers, swept up within the typhoon. The theatrical tragedy serves as a precarious heart international between the Apollonian dream and the tidal pressure of Dionysus – a center international between phantasm and intoxication, which extends its workings outward into the habits of Athenian politics and legislation. The tragedy is the place Dionysus is time and again tempered and made concrete as an Apollonian picture: this can be a crackling reactor chamber, a holy dynamo for a tradition oscillating between liquefaction and petrifaction.


Evaluate that superb concept of artwork with the existing market definition of artwork as a shiny decoration, spawned and transacted through the alienated entrepreneur; a good-looking lifeless object, granted its flooring within the financial system’s wobbling skyscraper, which has no severe outputs, and will most effective be justified through devoutly reciting the greenback price and petty topicality of The Inventive Industries. Evaluate Nietzsche’s concept of the tragedy as a technique of partial, suave subsumption in a livid ritual of introduction with the videogame advertising rhetoric of “immersion” because the leaden building up of “realness” till it feels as regardless that you’re “truly there”. Nonetheless, it is imaginable to discuss as of late’s artforms, even videogames, in Apollonian-Dionysian phrases – to consider them as fraught sacred artefacts which are part-drunk and part-dreaming.


Videogames don’t seem to be are living public performances, however I believe they categorical one thing of Nietzsche’s theatrical admixture of blood and daylight. They’re, you want to argue, Apollonian in being thrall to photographs with transparent laws for interplay, particularly on the subject of blockbuster photorealistic video games that the majority ceaselessly draw in the designation of “immersive”. And they’re Dionysian relating to the name of the game minglings of the code generating the ones Apollonian photographs: the sea of invisible operations that encompass and pervade the crisp on-screen representations, concerning the visual items unpredictably and slyly extending their cadences outward to the participant.


The “immersion” of the large price range shooter would possibly conjure Apollo, in its enchantment to the exponentially gorgeous picture, however in all probability this immersiveness is best outlined as Dionysian intoxication, as it objectives to capsize the variation between participant and simulation, swamping the Apollonian beholder in time loss, self loss, whilst seeking to convince us that we’re dreaming, now not drowning.


A deepsea diver tangled up in fleshy metal cables on the ocean floor in Soma.
Symbol credit score: New Sport Community / Frictional Video games


Horror video games may well be the antidote to such “immersion”, as a result of they echo the Nietzschean tragedy in treating “immersion” with revulsion. The very last thing you need, in a horror recreation, is to really feel as regardless that you might be “truly there”. Each and every horror recreation personality is one thing comparable to the Refrain, a “dwelling wall” and a struggling self-image that permits us to witness and revel in our personal, displaced mutilation through monstrous energies.


A part of the joys, in fact, is the concern that the membrane between participant and personality would possibly in some way cave in, that the “pounding typhoon” would possibly increase and swallow you too. That is specifically true of Frictional’s horror video games, whose protagonists are dogged through a forgotten Dionysian cohesion with the creatures they conceal from, and whose “sanity” results elevate that nervousness to the participant, with sensory distortions or even blackouts that intrude together with your keep an eye on – from time to time leaping you ahead to the following milestone, in atypical echo of on a regular basis bug-spotter proceedings about “misplaced development”.


Soma, particularly, ceaselessly performs like a critique or perhaps a parody of videogame “immersion”, regardless that I have not learn the rest through Frictional to signify that it used to be actively conceived with this objective. Over the process the tale, the sport works thru its personal unusual alchemy of Apollo and Dionysus. On the middle of that inquiry is the Ark, a golden and enveloping solarpunk Eden. It is the most effective a part of Soma’s navigable international that also harbours any sunshine, on the other hand ‘pretend’ – the closing closing slice of dry land, the place human our bodies nonetheless seem untainted through sunken machines. And but, the Ark’s healthy paradise can most effective be accessed through dissolving ‘the’ physique, abjuring the beef, and embracing lifestyles as one in all many spectres haunting an overly refined garage power.


The Ark is subsequently each an Apollonian and a Dionysian art work, and it’s Apollonian and Dionysian in each necessary and abominable techniques. It’s Dionysian as it guarantees communion with different surviving people, and Dionysian, too, as a result of this cohesion calls for terrifying liquefaction and transformation: Soma’s plot is a chain of thresholds on your working out of this, facilitated through ‘upgrades’ of a kind. The Ark is Apollonian in the wonderful thing about its gilded snowglobe international – and Apollonian, too, within the sense that this realm is a calculated illustration, in all probability a misrepresentation. It is a dream with decidedly non-innocent origins (I’m attempting to not damage an excessive amount of) that can function a mechanism of extraction and manipulation.


A high tech boxy storage drive, the ARK, hanging on a ceiling rail in an underwater facility from Soma.
Symbol credit score: IGN / Frictional Video games


Nietzsche writes that the individual swept up within the spectacle of Apollonian artwork at all times is aware of that they’re dreaming. In contrast to the Dionysian reveller, they continue to be most effective part-immersed, and will distinguish themselves from the semblance. Soma bluntly enforces this lucidity through having you actively construct the Ark, or a minimum of, quite a lot of prototypes, at some stage in your descent. Positive puzzles contain deciding on property to suit a situation and reminiscence price range, as regardless that configuring the sport’s personal graphics settings. In this type of puzzles, the purpose is to plan a sufficiently convincing digital surroundings for a non-player personality who is aware of one thing you wish to have. Fail to determine the fitting stipulations, and the topic will panic and pressure a reset.


The panic of that unlucky matter, contending with the suspicion that what they sense is a fabrication, will also be learn as an absurd exaggeration of the spiralling disbelief of the videogame participant wrestling with the appalling fact that their immersive videogame would possibly ‘most effective’ be fiction. As Oliver Hargrave wrote in 2010, the cult of “immersion” invitations a undeniable over-sensitivity and narrowness of thoughts. It objectives to render the participant illiberal to the rest fractious, inconsistent, atypical or ‘synthetic’, the rest that defies explicit expectancies for fluid habitation of a digital international. “If videogames ever spotlight their artificiality or require focus or the training of recent laws, then those videogames shall be undervalued for now not becoming in with the immersion idea,” he notes.


The rhetoric of immersion sabotages the participant’s analytical capability through insisting that there will have to by no means be house or pause for idea in regards to the simulation as a simulation – the way it operates, the way it used to be made. The thoughtlessness of this immersiveness has wider import. As Adam Stoneman summarises in a a lot more contemporary piece on Mark Zuckerberg’s ambitions for the metaverse – that latter-day on-line Ark of trade the place the kingpins of huge tech firms as soon as was hoping to revel in some other rent of profitability – “the immersive precludes the discursive through collapsing the gap wanted for critique.” Immersion is how simulations train us to overlook what simulations are for. Once more, intoxication feels just like the extra suitable time period.


A terminal with a feedback questionnaire on a forested path inside the ARK simulation from Soma
Symbol credit score: IGN / Frictional Video games


Inside of Soma’s tale, on the other hand, the immersive by no means precludes the discursive. While you input the Ark, you instantly come upon one thing that ‘sabotages the immersion’ – a terminal jutting from the woodland flooring with a banal comments questionnaire, asking how satisfied you’re through the assemble, and thereby making sure that you simply don’t seem to be satisfied in any respect. The questionnaire is more than likely higher learn as a part of the sport’s broader existential inquiry – it is the Cartesian argument in regards to the impossibility of ‘curing’ scepticism – nevertheless it has a extra explicit resonance inside video games. It recollects any choice of in-game target audience comments gadgets, along side non-diegetic trinkets equivalent to season go ads, which thwart immersion in that they exist for the sake of the services or products.


Later in The Delivery of Tragedy, Nietzsche argues that the divine alchemy of previous Greek theatre has been subverted and subtle through the upward thrust of theatrical naturalism and rational discourse represented through Euripides and Socrates. In Nietzsche’s view, the foremost works of art of his day had grow to be fully secular, their “legendary bulwarks” smashed aside and their ritual serve as dispersed. It is tempting to hold this concept ahead and argue that during videogames, even horror video games, what stays of the Apollonian-Dionysian ratio has grow to be a part of the sclerotic reflect play of capital, a brand new god that may in all probability by no means totally possess and immerse its sufferers, in that it cannot assist enshittifying itself, dragging you again to the skin.

Tags: buzzwordimmersionNietzschenodSomasuffocatingthinking
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