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"System Shock and Deus Ex, they were RPGs. People called them RPGs": Gloomwood's publisher isn't too keen on using the term immersive sim despite it being one

A Controversial Label in Modern Gaming

In the gaming industry, genre labels are meant to help players quickly understand what kind of experience a game offers. However, few terms cause as much ongoing debate and disagreement as "immersive sim." For years, players, writers, and developers have attempted to pin down exactly what qualifies a title for this elusive category. Yet, despite endless discussions, a universally accepted definition remains out of reach. This ambiguity creates a unique challenge for publishers attempting to market new releases, leading some to question whether the term is even worth using.

For Dave Oshry, the head of indie publisher New Blood, the solution to this marketing dilemma is straightforward: it may be best not to refer to a game as an immersive sim at all. New Blood is the publisher behind Gloomwood, a title that fits squarely into the design style commonly associated with the genre. Despite this connection, Oshry is not particularly enthusiastic about using the label as a core promotional pitch. When trying to sell a game to potential buyers, relying on a genre tag that inherently prompts arguments among fans can complicate marketing efforts unnecessarily.

Lessons From System Shock and Deus Ex

To support this pragmatic approach, Oshry points to the historical context surrounding some of the most influential titles in gaming history. Celebrated games like System Shock and Deus Ex are frequently cited today as classic examples of immersive sim design. However, when these games were originally released and discussed by the gaming public, they were not defined by that specific label.

As Oshry highlights, people simply referred to titles like System Shock and Deus Ex as RPGs. Categorizing them as role-playing games provided audiences with a familiar framework to understand their deep systems and player options, without forcing them into a narrow subgenre debate. If foundational games could succeed and build lasting legacies under the broader RPG banner, modern titles may not need to burden themselves with complex subgenre terminology either.

The Practical Challenges of Genre Debates

The primary issue with pitching a game under the immersive sim umbrella is that the gaming community itself cannot comfortably settle on what the term actually means. Virtually any attempt to establish a strict definition leads to friction, as players disagree on which specific mechanics, systemic interactions, or design elements are strictly required for a game to qualify.

Because the topic is so prone to disagreement, leaning heavily on the term during a promotional campaign can easily backfire. If potential players spend their time debating whether a release like Gloomwood truly meets the criteria of an immersive sim, the focus shifts away from the game itself. By opting out of the terminology altogether, publishers can avoid getting bogged down in an annoying debate that shows no sign of being resolved anytime soon.

Ultimately, Oshry’s stance reflects a clear reality in game publishing. While genre taxonomy remains a popular topic of discussion among fans, publishers require practical ways to market their products. Looking back at how legacy titles like System Shock and Deus Ex were received suggests that avoiding contentious labels is often the most effective strategy for bringing complex games to market.

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