That'll work quite nicely actually.
I have to disagree with something you said earlier though: "This guy is clearly a fan of American game design because to him immersion is everything. I think fun is what matters."
I understand that point, but what you don't understand is the varying levels of immersion. In Metriod Prime, the game was only slightly better due to the addition of water that rolled down your helmet while running through a waterfall. Same goes with your ability to see your hand while in X-ray mode. These things don't make the gameplay any better, and I think that is what you meant by your comment Ian. But Immersion doesn't exactly have to do with graphics, and its ability to draw you in, only part of it. An immersive controller is far more important.
It is very important to feel like your in the game; we play our best when we can control our charachter as we would control ourselves. No amount of graphics can achieve that (bringing you into the game). You can feel like your in the game world through graphics, but it's FAR more important to feel like you are the charachter of that world. His sword is your sword, his sheild is your shield. That concept is vital to any and every game.
The most fun any game can bring is when you feel like you are the one doing all these incredible things. Chucking grenades, being chased by the police, defeating a gaint Octorok are all examples of intense gameplay. However, the gameplay is only as good as the controls. If you can't turn your controller transparent, then you will not have fun at all. You will accidently throw a grenade at yourself; get hit and flipped over by 4 squad cars; and that Octorok will claim your life. Immersive/intuitive controls are soooo very important.
In a way, I agree with you Ian. If I were making a game, this would be my priority list.
1. GamePlay
2. Immersive/Intuitive controls
3. Graphics
4. Story
I think his main complaint was that games didn't draw you in enough, but he went on the wrong tangent.