Why the ImSims still matter.
- Nicolas Ferron
- Jun 23
- 4 min read
If there’s one genre that truly fits both the AA or indie space and poses unique UX challenges, it’s immersive sims. Why? Because immersive sims are not widely popular and tend to perform poorly in terms of sales. As a result, they usually attract limited investment, which is why they’re often developed by AA or indie studios rather than major publishers. On top of that, the very concept of immersive sims presents unique challenges in terms of user experience. And that’s exactly what we’re going to explore in this article.
What Is an Immersive Sim?
The term “ImSims” might sound cryptic at first. It stands for “immersive simulation,” and while there’s plenty of debate around the exact definition, here’s a simple way to look at it: these are games built around systems that encourage player experimentation. We often talk about emergent gameplay or systemic gameplay. But for me, it simply means that, in order to achieve a goal, you’re free to choose your own approach.
There’s even a nickname that sums it up well: “box-stacking games.” Imagine you need to enter a warehouse. The door is locked, and a guard is stationed nearby. You could look for a key or a code. You could pickpocket the guard. You could talk your way in. Or you could stack boxes to climb through an open window. That’s the core of an immersive sim: the world reacts to your decisions, and there’s rarely a single solution.

A Bit of History
One of the earliest and most iconic immersive sims is Deus Ex, created by Warren Spector. It even begins with the classic locked-door scenario, using the now-legendary code 0451. But to be honest, I didn’t discover the genre through Deus Ex. I found my way in much later, with Dishonored.
Dishonored and its sequels were developed by Arkane, a studio that started out in the AA space. Although they’ve since moved on to larger-scale productions, their work in the 2010s helped define the modern immersive sim. With Dishonored, Dishonored 2, and Prey, Arkane gave players a wide range of tools and let them choose how to approach each situation. Want to sneak through without being seen? Or go in loud, weapons blazing? Your decisions shape the world and influence the story.
Prey, in particular, gave players some brilliantly creative tools, like the foam gun that lets you build platforms to reach otherwise inaccessible areas. You could hack computers, find codes, or force your way through. Arkane excels at first-person immersive sims, but what makes the genre truly exciting is how diverse it can be.

Not Just One Genre
Immersive sims aren’t defined by a specific gameplay format. You’ll find them in first-person games, in isometric titles like Weird West, in horror games like Amnesia: The Bunker, in stealth series like Thief and Dishonored, and even in shooters like STALKER 2. Some of these might sit at the edges of the genre, depending on where you draw the line.
And then there are the Zelda games. While not typically classified as immersive sims, the last two entries are often praised for their systemic gameplay. How many times have you thought, “Can I do that?” Tried it, and it worked? Shoot an arrow through fire and it becomes a flaming arrow. That moment of discovery is what immersive sims are all about.
A UX Designer’s Nightmare?
Now let’s talk about UX. The core idea of an immersive sim is to let players approach the game in their own way. From a UX perspective, that’s a nightmare. When you restrict a player’s options, you can guide them predictably. But when the goal is to give them total freedom, things get messy. Players will inevitably try to break the systems. Some will succeed. And your design has to support that.
That’s why many immersive sims focus on one or two dominant playstyles. It’s a way to maintain coherence and structure while still offering freedom. But even then, keeping the interface intuitive, the feedback clear, and the experience satisfying is a serious challenge for designers.

The Harsh Reality of Sales
Despite how innovative and beloved they are, immersive sims rarely sell well. Eidos Interactive tried to revive the genre with Deus Ex: Human Revolution (2011) and Deus Ex: Mankind Divided (2016). While both titles performed reasonably well commercially, they weren’t considered successful enough for a major studio, and the series was put on hold.
Still, immersive sims have a devoted community of players and creators who value them deeply. These games challenge conventions and push boundaries that safer, more commercially viable games avoid. Some recent immersive sims, even critically acclaimed ones, have been created by very small teams or even solo developers.
Take Cruelty Squad, for example. If you’re curious, I encourage you to check it out. It’s a strange, uncomfortable game that nails one specific vision, and does it without concessions. It’s not an easy game to get into, but it’s a perfect example of what this genre can do when a creator fully commits to their idea.
That’s why immersive sims are important. They’re the perfect example of a niche genre. Not built for mass-market success, but essential for the richness and variety of gaming as a whole. The good news is that the genre is starting to gain traction again, as we can see with the System Shock remakes.
So, Are You Curious?
Now that you have a better idea of what immersive sims are all about, are you tempted to try one? If so, I’d recommend starting with Dishonored, or even diving into the full Arkane Collection. Whether you prefer to sneak through the shadows or cause chaos with every step, the important thing is this: the game will let you choose and "play" with it.
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