True
but when I play a game I want to do this thing called immersion where I suppress my awareness of it being a game/fictional and I connect to the world and response as if I am experiencing real events and interacting with real people.
This magical mental technique, called immersion, vastly improves my enjoyment of fictional works. Apparently it is a pretty common thing that many humans experience.
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There is no real mechanics here nor a need for a rewrite.
Just remove the loading screens that pop up every minute in the game. You can leave the rest the same.
I can't get immerse in any game at all mainly because I know for a fact that they are just games, that is basically what prevents me. Looking at the renders already break immersion, especially Honey Select renders. The most promising gaming technology for immersion to me (according to my bias) is Unreal Engine 5, but then it is still very early in its inception. Even when mature, I think I need pretty solid hardware with that.
But yeah, I think first time game developer like
Flynn974 did not prioritized or focused on player immersion for
Stray Incubus. With this in mind, he/she will take into considerations for future releases so that most players will be more immersed into the game. Any techniques and theories will surely help making the game better

.
Interesting article. I could use some of the tips there, so thanks!
I'll use these screens only as transition from one scene to another. They'll basically be something instead of a text on a black saying "Later...". Jumping from one scene to the next isn't gonna make sense otherwise. Another choice would be to not skip anything (including the characters just walking around from class to the training ground then to the cafeteria then to bed, etc...), which will not be good, trust me. Like the lord of the ring book where you'd find three pages saying how the characters were simply walking. The story's great, but I struggled to read it because these bits were way too boring. Nothing happens. They're just walking and looking at trees or sth.
I personally would have preferred a "later"
Also, sometimes a scene transition doesn't really need anything.
Scene 1: you leave town
Scene 2: you reach the destination
you don't need a loading screen, or a black screen, or a later.
we realize that time has passed and they finished walking from point A to point B.
I would say part of the issue is the quantity and frequency of those loading screen scene transitions.
I am probably just against them because I saw too many of them. So rather than removing all of them it would probably be best to just scale back a bit with how frequently they are used
With regards to mechanics, I was referring to storytelling, it was not the best terms but that is the term I used for it. Sorry for the confusion.
Flynn974 explains what those 'intermission' images (or loading screens as you call it) actually are, transition scene. Most likely than not, these transition scenes will be toned down a bit and (I hope) in some cases replaced with another like just a simple text or maybe something else (surprise).
I would pobably give suggestions on some elements of the game too if I am a writer, game developer, or artist/designer, but I am none of those

. I just enjoy the ride and looking forward to what
Flynn974 is making and has to offer. As a casual simpleton player, the game is looking up

. Cheers.