i think the main two things that make an immersive sim are open-endedness and mechanical depth. zelda is linear in that there’s only one valid outcome, and TES is shallow in that skills are just “press button to action”.
some outliers i’d class as imsims are, like… Divinity: Original Sin 1/2 and Hitman.











AGENTS.md, CLAUDE.md, copilot as contributor, an insanely long readme full of tables and emoji for a project that is just a couple of months old, solving a problem nobody who can read a man page has, posted by an account named after the project, with explicit disclosures in the post.
idk it’s unclear