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Game Design 2 ,[object Object],http://www.comu346.com [email_address] 2011
Reading ,[object Object],[object Object],[object Object],[object Object]
Immersive UI ,[object Object],[object Object]
Terminology ,[object Object],[object Object],[object Object],[object Object]
 
 
 
 
 
 
 
Case Study: Far Cry 2 ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
 
 
What works? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
What doesn’t work? ,[object Object],[object Object]
 
 
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What does it mean? ,[object Object],[object Object]
Case Study: Dead Space ,[object Object],[object Object],[object Object],[object Object]
 
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What works? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
What doesn’t work? ,[object Object],[object Object]
 
What does it mean? ,[object Object],[object Object],[object Object]
Case Study: TF 2 ,[object Object],[object Object]
 
 
 
What works? ,[object Object],[object Object]
What doesn’t work ,[object Object],[object Object]
What does it mean? ,[object Object],[object Object]
Summary ,[object Object],[object Object],[object Object]

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Game Design 2: Lecture 9 - Immersion through UI

Editor's Notes

  1. Diegetic == Holographic interface in Dead Space Non- Diagetic = most classic heads up displays Spatial = character outlines in l4d meta = often visual effects based - e.g. counterstrike's flashing / blood spatter on camera
  2. Diagetic No HUD elements risk of frustrating player due to slow response times
  3. Diagetic (sort of meta too( ringing and a delay before you answer
  4. Spatial Avatar can't see it but it's in the 3d space affords a more seamless interaction with no need to jump out to a map
  5. Splinter Cell Convictions Spatial projections onto walls challenges the fiction somewhat
  6. Modern Warfare 2 Meta blood used as a form of health bar
  7. WOW Non-diagetic note they are influenced by the game's art style - but that is theming, not fiction.
  8. this is the ‘condition vs quality’ issue.
  9. the HUD is non-diegetic
  10. the control point is spatial - not in the fiction - but is in 3d space
  11. medigun is diegetic - portrays function and the fiction - plus servers the UI purpose of connecting these two players. THe names aren’t spatial - they are tied to user camera - don’t get smaller or larger etc..