Post
Games that hand you overlapping systems and trust you to become a menace with them.
Immersive sims build spaces full of interacting rules and then refuse to dictate a single correct solution. You can sneak, hack, improvise, stack objects, possess a rat, or break the whole encounter with a plan the designers probably anticipated only halfway. The genre is less about a camera angle or combat model than about systemic permission.
Example
Deus Ex, Thief, System Shock 2, Dishonored, and Prey are the standard references because each one turns level design into an argument for player creativity.
Why it matters
Immersive sims represent one of gaming's strongest cases for interactivity as a unique art form. They do not just tell you a story. They let you author your version of the scene.
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