What immersive mechanic or environment in a game made the world feel like it was alive, for the first time?

Sir Auriel of Lionel

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I'm looking for mechanics or environmental pieces that sold you the idea of an immersive world without it being an immersive sim. That moment when you realize there was a world in the game even after you stopped playing. For me it was the book cases in every Star Ocean game, you can read just about every shelf to see what the owners enjoyed reading. It's now instilled a habit of mine to click on or interact with everything in hopes I can read in game books or book titles or commentary from the main character.
 
For me, it was Quest for Glory I to IV.
You had leafs falling down, sun variation, the management of night and day, you had to eat/drink and going to place depending of time gaved a different outcome. This game is still the best with indiana jones and the fate of Atlantis concerning the story.
 
For me, it was Quest for Glory I to IV.
You had leafs falling down, sun variation, the management of night and day, you had to eat/drink and going to place depending of time gaved a different outcome. This game is still the best with indiana jones and the fate of Atlantis concerning the story.
I also liked that building stats in those games required other activities other than just fighting. You could use exercise machines, try climbing a wall or practice skills like throwing, lock picking or non-combative spells to increase base stats as well as those specialties. It made getting stronger more meaningful versus just grinding against the same mobs for an hour or two.
 
That's a bit hard, for the first time?

Maybe Metroid Fusion, the opening cutscenes showing the virus or parasite. Because that's the first time I've something so alien yet so…real? Uncanny? Not sure. But it does made it feel like it was alive for me
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The day/night cycle in Brave Fencer Musashi was an early one for me. And I guess it’s obvious, but the traffic and NPCs in GTA 3. First time I really felt like I was IN the game though was hearing distant/muffled monsters talking to themselves in System Shock 2. I know it’s an ImSim, but it was less about mechanics and more about presentation and verisimilitude. The audio, blaring techno notwithstanding, had the nuances of actually occupying a physical space, and made it feel like a place.
 
Games where isn't obvious where you have to go or do and have no music always gave me that free roaming impression, specially 3D games.

Also I love whenever your character walks, their footsteps makes a sound according to the terrain they're in.
 
I'll go for the physics and chemistry systems in Breath of the Wild. Being able to light a patch of grass on fire and then use the updraft to lift you up on your paraglider is the first example that comes to mind. What really blew me away, though, was Tears of the Kingdom giving you so many more ways to interact with it. The ultrahand ability is really amazing, and using it along with some of the other abilities, especially the ability to rewind time, gives you some really interesting ways to solve puzzles and travel around the world.
 
Mother CogDis always gave me the feeling that the world was MASSIVE and was deeply immersive, even if it is objectively a small RPG Maker game. I assume it is because each planet had distinguishing features and quite a lot of detail. Even outside of planets, there was stuff like space pirates, eerie locations, and Russell's teapot.
 
The Al Bhed Primers in Final Fantasy X. Slowly learning a whole in-game language is pretty neat, and also optional except for I think maybe one Primer that you have to pick up. To me it reinforces that there are more to the cultures and cities of the world than the small slices you interact with.

The physics system in Oblivion. That was the first game I'd played where you could pick up and manipulate things on tables or counters. It made it feel like there was a reason for these things to be put where they were, especially in shops, where anyone, including your player could buy them or do whatever.

The traveling merchant in Wild Arms 3. Annoying, because sometimes he just isn't at a town and you can't buy items to cure status ailments. Realistic, because if he's a traveling merchant, he wouldn't just magically be wherever your party is all the time.

The Persona games, especially Persona 5. You'll see characters in the background during cutscenes or while you're walking to school that will come up later in the story. They stick out somewhat obviously in Persona 5, but if you're not looking for them they are easy to miss. In Persona 4, one of the first things you see is an advertisement of a soft drink starring the pop idol Rise, who becomes relevant to the story later on. Just all these little things that portray that life is happening before, around, and after the main character's involvement in things.
 
Now that I remember it, the attention to details in Red Dead Redemption 2 surprised me the most. It doesn't just feel like it was alive, it was actually alive

For example, they can actually finish the food! And not just stuck in a loop. That alone is already so impressive for me, here's some other examples in this video

Same goes to The Last of Us games, great attention to details
 
Steambot Chronicles, when you realize a lot of the minute things you do can heavily impact the fricking STOCK MARKET.
I don't know what it is, but whenever a game has a stock market, I'm interested straight away
 
I'm looking for mechanics or environmental pieces that sold you the idea of an immersive world without it being an immersive sim. That moment when you realize there was a world in the game even after you stopped playing. For me it was the book cases in every Star Ocean game, you can read just about every shelf to see what the owners enjoyed reading. It's now instilled a habit of mine to click on or interact with everything in hopes I can read in game books or book titles or commentary from the main character.
I always really liked it in games like Gothic and Risen, how the character would actually sit down by the campfire and pull out a pan when opening the cooking menu. Little details like that instead of abstracting the action to JUST a menu is always very immersive to me.
 
I don't know what it is, but whenever a game has a stock market, I'm interested straight away
Arguably my favorite game of all time, the control need some getting used to but overall still pretty solid.

The worst part is the earliest time you can go to the stock exchange is almost halfway to the game, and you were never told it exist in the first place unless you walk around or ask for direction at the police station.

Considering stock investing is one of two ways (and the other one is cheesing the system so this is the only legit way so to speak) to earn serious money in the long run, you're gonna be extremely strapped for cash until that point.
 
The first thing that comes to mind for me personally is Rain World. While there are countless things about the game that make me love it as much as I do, the fact that the entire world is always active, all of the creatures constantly interacting with each other in various ways, is one of my main justifications, personally. A majority of creatures that are typically your predators even tend to ignore you and seek shelter when it starts to rain, really selling the idea that it's a universal threat rather than just an inconvenience to you as a player. The game really makes you feel like you're in the middle of a real ecosystem, to me.
 
For the FIRST time?
This is going to sound weird but, Super Mario Bros 2. You could scroll to the LEFT AND RIGHT. And there was no timer! Total game changer from SMB1.
Little 7 year old me would just explore around in levels and hang out. lmao
 
Those moments in Metal Gear Solid 4 were pretty neat watching enemy combatants converse amongst themselves and battle it out with opposing private militants as you attempted to sneak around them. Endless drama on the first level but a nice thing to witness.

Grand Theft Auto 5 is another game that felt like their world went on after you turned off the console. And an honorable mention goes to Gran Pulse in FF13.
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For the FIRST time?
This is going to sound weird but, Super Mario Bros 2. You could scroll to the LEFT AND RIGHT. And there was no timer! Total game changer from SMB1.
Little 7 year old me would just explore around in levels and hang out. lmao

The Birdo boss music used to give me nightmares as a kid.
 

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