There should be factors that lead to someone concluding a game is immersive, however. Is that graphics? I hope not. Is it depth of decision making? Maybe. Balance, such that multiple approaches to the game is viable? Hopefully. What makes a game of civ fun? The planning? War? Interacting with the RNG (=AI)? The optimization of options based on inputs? This is a TBS game, with clear objectives. What makes pursuing them fun, and WHY is one title more immersive or less? I haven't seen much to answer that, except people citing things in civ V that were actually long running problems from earlier titles, or in some extreme cases things V actually does better than previous titles and they just don't know it. Is IGNORANCE immersion? Let's say a negative on that one.
Immersion for me as pertains to Civ is gameplay depth and attention to detail. It enables me to play countless games and not really feel like I have had one quite like it before. The current version of Civ has less gameplay depth and less attention was paid to detail. I can only compare it to what I know.
It's been a while since I have been let down by the immersion of the Civ V. I now am grinding out the achievements so I am in a different style of gameplay than my historical Civ style of play.
Off the top of my head:
The tile enhancements are too simple and gamey. Loss of immersion. Can I elaborate? Yes. There are fewer enhancements and they feel contrived to me. In the predecessor it felt like enhancements were diverse and attempted to model civilization to a game.
Windmills are tile enhancements not buildings. Loss of immersion. I know they were built in cities too, but in Texas, they are tile enhancements.
Buildings are one dimensional (15% this or +2 F). Loss of immersion. A lot of detail was ripped out of the previous version. Like a forge did a couple of things. You had increased production. That makes sense to me historically. It also gave me a smile for having gold. That makes sense to me. I could see a forge being used to make some gold charm bracelets. In reality, I don't know what a forge is. It has something to do with metal. Metal to me seems like it is productive, hence the production bonus. Gold is a metal too, hence the smile. I don't need to know that a forge is actually only used for X or Y. I was immersed in the game enough to think "Sounds good to me. Let's play another turn." The current designers of Civ have a different way of looking at buildings. Even the ones that try to do multiple things (mint, monastery), are pretty lame for me. Maybe it's because their benefits are limited to one city and that city trades with the other cities? Maybe it's because their actually only doing one thing.
Land resources (notwithstanding marble) all become active at the same time and are improved via one enhancement. Loss of immersion. Plantation for +5 smiles please. The previous version of the game had some diversity in where to get giggles. I fully expected more of that kind of attention to detail. I don't see any of that kind of attention to detail in this version. It is stripped out.
Trading posts give +1 science because a social policy said so. Loss of immersion. I started a thread on this.
The tech tree feels constricted and narrow (compared to Civ IV). Loss of immersion. It doesn't feel as grand to me. It feels like there's a bottleneck right when I am coming into a period of great growth for my civilization. My cities are getting larger, I am secure in my borders and the only thing my people can think to research is Military Science?
Researching penicillin. Loss of immersion. It's a discovery during the advent of pharmaceuticals. Give it a less hokey name.
Units obsoleted before I can build them. Loss of immersion. I stole that one from your Polycast. That is more game balance but it contributes to the awkward feel of the game.
Victory screen. Loss of immersion, rage at how incomplete the game is. Serious kick in the balls. I played a five hour long Click Nextfest and all I get is this lousy screen?
Only two types of crops. Loss of immersion. That's in my trading posts thread.
Regions of the earth less distinguishable than previous Civ version. Loss of immersion. I don't know about this one. But the maps all feel similar. This is definitely a feeling. I haven't seen a jungle in Civ V. I've seen jungle tiles. But no jungles. It just seems ignorant to me.
Ivory spawning near tundra. Loss of immersion. I've seen this. I wish I knew how to do screen caps. But resources seem to spawn randomly. It doesn't feel like the designers knew where to spawn stuff. Except for oil. That seems to spawn in the right places. Maybe they have to have resources spawn everywhere because happiness is so restricting now.
There are many, many little things which just point at how little thought was given to the actually world and taking your civilization through time. It's as if they just thought "Oh that's a given. We got that." The intro at the beginning of game "Can you take your civ through time?" The game doesn't live up to the reputation that the series built.
Let's take for example land smile resources. They all do the same thing. That is a loss of immersion because it is too simple for me. I don't need it to be dead on accurate where silk provides the exact amount of smiles as happened in ancient China. I just need some GD variability. Everything plantation. It is oversimplified to the point of distraction or loss of immersion.
The buildings just do +1 this or that. 15% that, 20% this. It would be nice if they related to your surroundings. If I had silk, would that enhance a temple? You know, it very well may. The developers didn't think in that kind of depth. And the truly saddening thing about it is that that kind of depth existed in the series that they inherited. They removed depth and took for granted "Oh sure sure. Stand the test of time. We got that. It starts at 4000 and goes to 2050. That's the test of time." Depth allows a person to become immersed in a game where you are building cities and empires to stand the test of time.
Don't get me wrong. I never understood what everything did in the previous version. I would hover over a granary and see 50% this and +1 that if you have wheat. And I would think "Oh I have wheat, I will build it." And it made sense because granaries are where grain is stored. I wasn't trying for a way to optimize my GP production. I didn't need a dumbed down game so I could optimize my GP production. I needed a game that had depth and a certain amount of historical and geographical detail that is missing in this game.
So towards the middle of the game, maybe I would look at all my cities. How big are they? What buildings are in there? Should I get something else? I replay a little history of the game in my mind "I remember settling here. I built this buddhist temple because I didn't have Judaism here yet."
I don't do that at all now. I am basically just waiting for the game to end now. Sure I check - colliseum, check; Circus, no horse darn, market, check; bank, check; stock exchange won't finish, check. This is a stripped down civ. Civ Barebones.
There are other things too I guess, but you wanted some examples so that is them for now. It is a reduction of depth in buildings, resources, enhancements. Everything "turning on" at calendar is just hokey. At least in Civ IV they had some variability with different timings and those timings tried to get tied to how mankind civilized the world.
To me it feels like they removed a hell of a lot of depth and detail to the maps and cities and just added in simplistic things in order to make hex and 1upt possible. The rest was taken for granted as "Sure, this is Civ. You always go through time and can't stop playing, we know that."