Extend Your Reach
Synapse might have lots of shooting, but your off-hand has this awesome telekinetic power that lets you grab and manipulate entities in the world. You can pull people to toss them in the air, or smash them on the ground. You can crush people with boxes or use one for cover. And you can even move platforms.
Barrels add explosive fun to the mix, but the developers snuck in a really clever little detail. When holding a barrel you need to hold the trigger only part way, because squeezing it all the way causes the barrel to explode. This can be useful for blowing it up in an enemy’s face, but it’s also a really cool way to force the player to balance their aggression with intention.
If you hastily grab a barrel without thinking in the middle of a fight, you’ll squeeze the trigger too hard and make it explode.
But if you keep a cool head, you can use barrels to great effect. Such a cool detail.
Ok but how does any of this telekinesis stuff relate to embodiment?
Well, remember when I said that things you can physically interact with start to feel more real because your brain incorporates them into your proprioceptive model? The same holds true for the things you control with telekinesis.
Even though you’re interacting with them at a distance, the fact that they respond to your natural motion—instead of a thumbstick or button press—makes all the difference.
When it comes to shooting, pulling a trigger to kill a distant bad guy is a very ‘impersonal’ interaction; it’s quick and you have little conscious control over the parameters of how the interaction happens.
On the other hand (pun intended), controlling something with the movement of your own arm and hand—even at a distance—is so much more direct and personal. It feels like having a super-power, instead of just pointing at enemies and pressing the trigger a few times to make them die.
And another reason why telekinesis in Synapse feels like a superpower is because the game uses PSVR 2’s eye-tracking to detect which object you want to grab. So there might be three or four valid things in front of you, but you can pluck out the right one by looking at it.
In practice, it feels really natural—almost like the game is reading your mind. It kind of makes it feel like you really have this power. And to me that’s one of the coolest parts of this game.
The Takeaway
Synapse has several smart design choices that enhance the game’s feeling of embodiment. But let’s say you’re not making a cover shooter or a game with telekinetic powers. How do we simplify these lessons in a way that’s more broadly applicable?
To me the clear pattern is that embodiment is driven primarily by two things.
First is that the more you need to move your actual body—rather than just your thumbs—the more you will feel embodied. And second is that near-field interactions—meaning touching things within arms reach—are a powerful way to absorb the virtual world into your brain’s proprioceptive model.
And again, that model is what’s keeping track of where things are in space in relation to your body. So when we activate that model within our brain… of course that’s going to make us feel more embodied within the game world.
What About Presence?
Before we wrap up, I want to add a tiny addendum here. Those of you who have followed the XR design space closely are probably familiar with a concept called ‘presence’. And you probably noticed that my definition of embodiment sounds just like presence. And you’d be right! They’re essentially the same thing.
The reason why I lean into the term embodiment is because presence is a more common term and it overlaps a bit too much with ‘immersion’ in the colloquial sense. I find that people struggle to differentiate them, which makes discussions like this one less clear. So I like the word embodiment because it’s more distinct from immersion than presence. And it also specifically addresses the body itself, which is what this is all about.
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