Yesterday I went into detail about specialized interactive items and elements, such as Link's ocarina from Ocarina of Time and the various mini games in the Bioshock series, and when it would be appropriate to implement them in a game. Now I'd like to take a look at successful - and not so successful - implementation in greater detail using Capcom's Okami and Konami's Castlevania: Dawn of Sorrow for examples. (Incidentally, I have zero idea if there's an industry-standard name for these elements, so if anyone knows please clue me in.)
One of the goals of a good video game is to immerse the player in the world that s/he is playing in, to feel connected to the events on-screen, and as if the world is not only real but one that they have their own unique impact on. This was harder to do in the older days when the technology was new and interaction was limited to pressing one or two buttons, but as consoles and computers have become more and more powerful the capabilities for immersion have grown. The Oculus Rift as well as Sony’s Project Morpheus immediately come to mind by providing enhanced visual immersion, but before quality stereoscopic technology video games tried other methods to get the player more absorbed into the world.