SlideShare a Scribd company logo
1 of 57
Beyond the HUD User interfaces for player immersion in FPS games Magnus Lorentzon Erik Fagerholt Interaction Design Master’s Programme IT-Universitetet, Chalmers Tekniska Högskola
Beyond the HUD How do we design interfaces for player immersion in FPS games? 1. Studied and player 20+ contemporary FPS’s 2. Studied innovative games in other genres 3. Interviews, focus-groups and play-testing 4. Extensive litterature study
FPS games played The following titles were included in the preliminary game study Hour of Victory America's Army: True Soldiers Turning Point Legendary Conflict: Denied Ops Haze Clive Barker's Jericho BlackSite: Area 51 Turok TimeShift Call of Juarez Mirror's Edge The Darkness     F.E.A.R.2  Tom Clancy's GRAW 2 Resistance 2 Left 4 Dead  Bioshock Killzone 2 The following titles were included in play-testing Halo 3 CoD 4: Modern Warfare Battlefield: Bad Company Far Cry 2
other games of relevans  Other games played or studied during the thesis work as examples of innovative UI solutions  Jurassic Park: Trespasser Peter Jackson’s King Kong Call of Chuthulu: Dark Corners of the World Metroid Prime Tom Clancy’s Splinter cell: Conviction Heavy Rain GTA 4 Rockstar’s Table Tennis Dead Space Resident Evil 5     
 
from this…
…  to this “ In a participatory medium, immersion implies learning to swim, to do things that the new environment makes possible." (Murray, 1996)
The interactive illusion is an illusion in itself…  ludology not
what is immersion?
what is immersion? When the player accesses his real world perception, reasoning skills or emotions to play the game or voluntarily adopt the game world as a primary world, and reason from the character’s point of view rather than having to refer directly to the rules of the game in order to understand it
guidelines
guidelines 1. Know your design space 2. Know your game 3. Establish player agency 4. Strengthen the player-avatar perceptual link
know your design space
know your design space Every UI element can be categorized based on two fundamental properties: FICTION SPATIALITY
Fictional map, non-fictional tutorial text
Spatial runner vision, non-spatial subtitles
know your design space
know your design space
Non-diegetic elements (non-spatial, non-fictional)
Meta-perception (non-spatial, non-fictional)
Meta-representation (non-spatial, fictional)
Geometric elements (spatial, non-fictional)
Diegetic elements (fictional, spatial)
Diegetic elements (fictional, spatial)
Signifiers (fictional, spatial)
Signifiers (fictional, spatial)
know your design space The user interface is  not  restricted to visual elements. Don’t forget to make use of… …  the  auditory  dimension …  the  haptic  dimension
know your game
know your game Distinguish  games of  progression from  games of  competition Single player vs multi player
Non-diegetic HUD elements, justified given that the nature of the game is highly competitive (Battlefield: Bad Company)
know your game Distinguish  games of  progression from  games of  competition SP games  can  be highly competitive
HUD elements added to the more competitive Time Trial mode of Mirror’s Edge
know your game The  fiction  of the game  determines the possibilities of diegetic UI elements Consequently, fiction provides opportunity to explain why certain information is available to both the player and the player character, bringing the player closer to the avatar that he or she controls.
A glimpse of the highly diegetic UI of Dead Space
know your game The game fiction also determines what UI designers can get away with outside of the diegetic area… …  would Runner Vision feel right if Faith wasn’t a ”runner”?
establishing player agency
establishing player agency
Percieved Affordances
Signifiers
 
Material Constraints
Formal Constraints
remember… Exsisting affordances might need to be amplified Non-existing ones might need to be supressed.
Amplification using signifiers
Supression AND Amplification
Demonstrated Affordances
"Hey, Resident Evil 5, I'm well aware that I'm supposed to throw a grenade into the boss monster's mouth. I kind of got the message from the way grenades keep getting spawned… So that's what I've been trying to do for twenty minutes by actually equipping a grenade and throwing it at the boss monster's mouth …  I had no idea you expected me to walk directly up to the boss monster's mouth, at which point I would be prompted to press a button to script equipping and tossing a grenade. Last I checked, a grenade was a ranged weapon." breakdown… - Tom Chick
strengthen the player-avatar perceptual link
strengthen the player-avatar perceptual link Due to the fact that the player is only connected to the game world through graphics, audio and haptics, much of the way we act within the real world is lost when transferred into a game experience. This must be compensated by the game UI!
strengthen the player-avatar perceptual link The most significant loss of perception is the broken perceptual link regarding the  internal states  of the player character Meta-perception  – a straight forward strategy towards linking the player closer to the senses of the player avatar
Meta-perception by simulating tunnel vision (Call of Duty 5)
Meta-perception using ”blood on camera lense” metaphor (Killzone 2)
Meta-perception to give an increased sense of speed (ME)
strengthen the player-avatar perceptual link It is also important to consider  perceptually linking the player to the external game world For example, use  signifiers  to leave environmental traces that strengthens the player’s sense of direction
Shoe smear marks in Mirror’s Edge, increasing sense of direction regarding explored environments
Blood traces, strengthening the player’s sense of direction regarding unexplored environments (Dead Space)
strengthen the player-avatar perceptual link If non-fictional UI elements are used to guide the player, it is important to balance between providing the player with too much information and too little. While players appreciated the increased sense of direction that Runner Vision provides in ME, they actually preferred discovering their own paths through the game environments, without using Runner Vision

More Related Content

What's hot

Fundamentals of Game Design - Ch2
Fundamentals of Game Design - Ch2Fundamentals of Game Design - Ch2
Fundamentals of Game Design - Ch2
Cynthia Marcello
 

What's hot (20)

[IGC 2016] 컴투스 김동준 - 기획 지망생은 무엇을 준비하나요?
[IGC 2016] 컴투스 김동준 - 기획 지망생은 무엇을 준비하나요?[IGC 2016] 컴투스 김동준 - 기획 지망생은 무엇을 준비하나요?
[IGC 2016] 컴투스 김동준 - 기획 지망생은 무엇을 준비하나요?
 
Workflow of Creating Game UX/UI Design
Workflow of Creating Game UX/UI DesignWorkflow of Creating Game UX/UI Design
Workflow of Creating Game UX/UI Design
 
Game design document
Game design document Game design document
Game design document
 
Game Design Principle
Game Design PrincipleGame Design Principle
Game Design Principle
 
LAFS SVI Level 3 - Game Design and Analysis
LAFS SVI Level 3 - Game Design and AnalysisLAFS SVI Level 3 - Game Design and Analysis
LAFS SVI Level 3 - Game Design and Analysis
 
Game development
Game developmentGame development
Game development
 
어서와 게임기획은 처음이지?
어서와 게임기획은 처음이지?어서와 게임기획은 처음이지?
어서와 게임기획은 처음이지?
 
레벨디자인 특강 이동훈
레벨디자인 특강 이동훈레벨디자인 특강 이동훈
레벨디자인 특강 이동훈
 
전투 시스템 기획(Canvas 스터디 1차)
전투 시스템 기획(Canvas 스터디 1차)전투 시스템 기획(Canvas 스터디 1차)
전투 시스템 기획(Canvas 스터디 1차)
 
LAFS Game Design 6 - Conceptualization
LAFS Game Design 6 - ConceptualizationLAFS Game Design 6 - Conceptualization
LAFS Game Design 6 - Conceptualization
 
NDC 2018 레벨 디자인 튜토리얼 Level Design Tutorial
NDC 2018 레벨 디자인 튜토리얼 Level Design TutorialNDC 2018 레벨 디자인 튜토리얼 Level Design Tutorial
NDC 2018 레벨 디자인 튜토리얼 Level Design Tutorial
 
Phases of game development
Phases of game developmentPhases of game development
Phases of game development
 
The Principles of Game Design
The Principles of Game DesignThe Principles of Game Design
The Principles of Game Design
 
Introduction to Game Design
Introduction to Game DesignIntroduction to Game Design
Introduction to Game Design
 
LAFS PREPRO Session 2 - Game Documentation
LAFS PREPRO Session 2 - Game DocumentationLAFS PREPRO Session 2 - Game Documentation
LAFS PREPRO Session 2 - Game Documentation
 
Introduction to game development
Introduction to game developmentIntroduction to game development
Introduction to game development
 
1-Introduction (Game Design and Development)
1-Introduction (Game Design and Development)1-Introduction (Game Design and Development)
1-Introduction (Game Design and Development)
 
Game design through the eyes of gaming history
Game design through the eyes of gaming historyGame design through the eyes of gaming history
Game design through the eyes of gaming history
 
Fundamentals of Game Design - Ch2
Fundamentals of Game Design - Ch2Fundamentals of Game Design - Ch2
Fundamentals of Game Design - Ch2
 
Project presentation FPS
Project presentation FPSProject presentation FPS
Project presentation FPS
 

Similar to Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Level Design Primer
Level Design PrimerLevel Design Primer
Level Design Primer
Tobby Ong
 
Games design notes
Games design notesGames design notes
Games design notes
amme77
 
Presentation
PresentationPresentation
Presentation
Anu22ish
 
Games presentation
Games presentationGames presentation
Games presentation
Anu22ish
 
Designing Game Feel
Designing Game FeelDesigning Game Feel
Designing Game Feel
Martin Pichlmair
 
Task 1a unit 72 computer games - visual style gameplay elements (p1)
Task 1a   unit 72 computer games - visual style  gameplay elements (p1)Task 1a   unit 72 computer games - visual style  gameplay elements (p1)
Task 1a unit 72 computer games - visual style gameplay elements (p1)
Lewis Brierley
 

Similar to Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games (20)

LAFS Game Mechanics - Narrative Elements
LAFS Game Mechanics - Narrative ElementsLAFS Game Mechanics - Narrative Elements
LAFS Game Mechanics - Narrative Elements
 
Level Design Primer
Level Design PrimerLevel Design Primer
Level Design Primer
 
Impossible mission: estimating (game) development
Impossible mission: estimating (game) developmentImpossible mission: estimating (game) development
Impossible mission: estimating (game) development
 
Games design notes
Games design notesGames design notes
Games design notes
 
Research
ResearchResearch
Research
 
Web browser game development(lncs)
Web browser game development(lncs)Web browser game development(lncs)
Web browser game development(lncs)
 
Presentation
PresentationPresentation
Presentation
 
Research
Research Research
Research
 
Case Study
Case StudyCase Study
Case Study
 
Games presentation
Games presentationGames presentation
Games presentation
 
3. research lvl3 Videogame
3. research lvl3 Videogame3. research lvl3 Videogame
3. research lvl3 Videogame
 
Designing Game Feel
Designing Game FeelDesigning Game Feel
Designing Game Feel
 
Fundamental of game design part 2
Fundamental of game design part 2Fundamental of game design part 2
Fundamental of game design part 2
 
1. case study
1. case study1. case study
1. case study
 
Fmp initial plans
Fmp initial plansFmp initial plans
Fmp initial plans
 
Game design document template for serious games
Game design document template for serious gamesGame design document template for serious games
Game design document template for serious games
 
Iistec 2013 game_design for id_m_broyles_id13333
Iistec 2013 game_design for id_m_broyles_id13333Iistec 2013 game_design for id_m_broyles_id13333
Iistec 2013 game_design for id_m_broyles_id13333
 
Video games
Video gamesVideo games
Video games
 
intern.pdf
intern.pdfintern.pdf
intern.pdf
 
Task 1a unit 72 computer games - visual style gameplay elements (p1)
Task 1a   unit 72 computer games - visual style  gameplay elements (p1)Task 1a   unit 72 computer games - visual style  gameplay elements (p1)
Task 1a unit 72 computer games - visual style gameplay elements (p1)
 

More from Electronic Arts / DICE

High Dynamic Range color grading and display in Frostbite
High Dynamic Range color grading and display in FrostbiteHigh Dynamic Range color grading and display in Frostbite
High Dynamic Range color grading and display in Frostbite
Electronic Arts / DICE
 

More from Electronic Arts / DICE (20)

GDC2019 - SEED - Towards Deep Generative Models in Game Development
GDC2019 - SEED - Towards Deep Generative Models in Game DevelopmentGDC2019 - SEED - Towards Deep Generative Models in Game Development
GDC2019 - SEED - Towards Deep Generative Models in Game Development
 
SIGGRAPH 2010 - Style and Gameplay in the Mirror's Edge
SIGGRAPH 2010 - Style and Gameplay in the Mirror's EdgeSIGGRAPH 2010 - Style and Gameplay in the Mirror's Edge
SIGGRAPH 2010 - Style and Gameplay in the Mirror's Edge
 
SEED - Halcyon Architecture
SEED - Halcyon ArchitectureSEED - Halcyon Architecture
SEED - Halcyon Architecture
 
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray Tracing
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray TracingSyysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray Tracing
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray Tracing
 
Khronos Munich 2018 - Halcyon and Vulkan
Khronos Munich 2018 - Halcyon and VulkanKhronos Munich 2018 - Halcyon and Vulkan
Khronos Munich 2018 - Halcyon and Vulkan
 
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time RaytracingCEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
 
CEDEC 2018 - Functional Symbiosis of Art Direction and Proceduralism
CEDEC 2018 - Functional Symbiosis of Art Direction and ProceduralismCEDEC 2018 - Functional Symbiosis of Art Direction and Proceduralism
CEDEC 2018 - Functional Symbiosis of Art Direction and Proceduralism
 
SIGGRAPH 2018 - PICA PICA and NVIDIA Turing
SIGGRAPH 2018 - PICA PICA and NVIDIA TuringSIGGRAPH 2018 - PICA PICA and NVIDIA Turing
SIGGRAPH 2018 - PICA PICA and NVIDIA Turing
 
SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time Raytracing
SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time RaytracingSIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time Raytracing
SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time Raytracing
 
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open ProblemsHPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
 
EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...
EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...
EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...
 
DD18 - SEED - Raytracing in Hybrid Real-Time Rendering
DD18 - SEED - Raytracing in Hybrid Real-Time RenderingDD18 - SEED - Raytracing in Hybrid Real-Time Rendering
DD18 - SEED - Raytracing in Hybrid Real-Time Rendering
 
Creativity of Rules and Patterns: Designing Procedural Systems
Creativity of Rules and Patterns: Designing Procedural SystemsCreativity of Rules and Patterns: Designing Procedural Systems
Creativity of Rules and Patterns: Designing Procedural Systems
 
Shiny Pixels and Beyond: Real-Time Raytracing at SEED
Shiny Pixels and Beyond: Real-Time Raytracing at SEEDShiny Pixels and Beyond: Real-Time Raytracing at SEED
Shiny Pixels and Beyond: Real-Time Raytracing at SEED
 
Future Directions for Compute-for-Graphics
Future Directions for Compute-for-GraphicsFuture Directions for Compute-for-Graphics
Future Directions for Compute-for-Graphics
 
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
 
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Physically Based Sky, Atmosphere and Cloud Rendering in FrostbitePhysically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
 
High Dynamic Range color grading and display in Frostbite
High Dynamic Range color grading and display in FrostbiteHigh Dynamic Range color grading and display in Frostbite
High Dynamic Range color grading and display in Frostbite
 
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
 
FrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in FrostbiteFrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in Frostbite
 

Recently uploaded

Recently uploaded (20)

Kerala ℂall Girls In Bhubaneswar Hire me Neha 6367492432 Top Class ℂall Girl ...
Kerala ℂall Girls In Bhubaneswar Hire me Neha 6367492432 Top Class ℂall Girl ...Kerala ℂall Girls In Bhubaneswar Hire me Neha 6367492432 Top Class ℂall Girl ...
Kerala ℂall Girls In Bhubaneswar Hire me Neha 6367492432 Top Class ℂall Girl ...
 
Pretty Call Girls in Ajman 💦+0521445865 🥵 Ajman Call Girls Service
Pretty  Call  Girls in  Ajman 💦+0521445865 🥵 Ajman Call  Girls  ServicePretty  Call  Girls in  Ajman 💦+0521445865 🥵 Ajman Call  Girls  Service
Pretty Call Girls in Ajman 💦+0521445865 🥵 Ajman Call Girls Service
 
Call Girl In Ratnagiri 💯Niamh 📲🔝6378878445🔝Call Girls No💰Advance Cash On Deli...
Call Girl In Ratnagiri 💯Niamh 📲🔝6378878445🔝Call Girls No💰Advance Cash On Deli...Call Girl In Ratnagiri 💯Niamh 📲🔝6378878445🔝Call Girls No💰Advance Cash On Deli...
Call Girl In Ratnagiri 💯Niamh 📲🔝6378878445🔝Call Girls No💰Advance Cash On Deli...
 
💚 Call Girls Udalguri ☎ 6297126446 ✅ ust Genuine Escort Model Sevice
💚 Call Girls Udalguri ☎ 6297126446 ✅ ust Genuine Escort Model Sevice💚 Call Girls Udalguri ☎ 6297126446 ✅ ust Genuine Escort Model Sevice
💚 Call Girls Udalguri ☎ 6297126446 ✅ ust Genuine Escort Model Sevice
 
Top Call Girls in Muzaffarpur 📲🔝 6297126446 🔝Call Girls Advance Cash On Deliv...
Top Call Girls in Muzaffarpur 📲🔝 6297126446 🔝Call Girls Advance Cash On Deliv...Top Call Girls in Muzaffarpur 📲🔝 6297126446 🔝Call Girls Advance Cash On Deliv...
Top Call Girls in Muzaffarpur 📲🔝 6297126446 🔝Call Girls Advance Cash On Deliv...
 
Your Budget Call Girls in Patori ☎ 6297126446 ✅ ust Genuine Escort Model Sevice
Your Budget Call Girls in Patori ☎ 6297126446 ✅ ust Genuine Escort Model SeviceYour Budget Call Girls in Patori ☎ 6297126446 ✅ ust Genuine Escort Model Sevice
Your Budget Call Girls in Patori ☎ 6297126446 ✅ ust Genuine Escort Model Sevice
 
Chubby Call Girls Service in Dubai 💦+0545260616💋 Dubai Call Girls
Chubby  Call  Girls  Service in  Dubai 💦+0545260616💋  Dubai  Call  GirlsChubby  Call  Girls  Service in  Dubai 💦+0545260616💋  Dubai  Call  Girls
Chubby Call Girls Service in Dubai 💦+0545260616💋 Dubai Call Girls
 
High Profile Call Girls in Dubai 💦+0521445865 🥵 Dubai Call Girls
High  Profile  Call  Girls in  Dubai 💦+0521445865 🥵 Dubai  Call  GirlsHigh  Profile  Call  Girls in  Dubai 💦+0521445865 🥵 Dubai  Call  Girls
High Profile Call Girls in Dubai 💦+0521445865 🥵 Dubai Call Girls
 
High Profile Call Girls in Dubai 💦+0521445865 🥵 Dubai Call Girls
High  Profile  Call  Girls in  Dubai 💦+0521445865 🥵 Dubai  Call  GirlsHigh  Profile  Call  Girls in  Dubai 💦+0521445865 🥵 Dubai  Call  Girls
High Profile Call Girls in Dubai 💦+0521445865 🥵 Dubai Call Girls
 
Independent ℂall Girls In Bhilai Hire me Neha 6367492432 Top Class ℂall Girl ...
Independent ℂall Girls In Bhilai Hire me Neha 6367492432 Top Class ℂall Girl ...Independent ℂall Girls In Bhilai Hire me Neha 6367492432 Top Class ℂall Girl ...
Independent ℂall Girls In Bhilai Hire me Neha 6367492432 Top Class ℂall Girl ...
 
High Class ℂall Girls Saharanpur Hire me Neha 6367492432 Top Class ℂall Girl ...
High Class ℂall Girls Saharanpur Hire me Neha 6367492432 Top Class ℂall Girl ...High Class ℂall Girls Saharanpur Hire me Neha 6367492432 Top Class ℂall Girl ...
High Class ℂall Girls Saharanpur Hire me Neha 6367492432 Top Class ℂall Girl ...
 
Pretty Call Girls in Dubai 💦+0521445865 🥵 Dubai Call Girls Service
Pretty  Call  Girls in  Dubai 💦+0521445865 🥵 Dubai  Call  Girls  ServicePretty  Call  Girls in  Dubai 💦+0521445865 🥵 Dubai  Call  Girls  Service
Pretty Call Girls in Dubai 💦+0521445865 🥵 Dubai Call Girls Service
 
NO1 Top Amil Baba In Sahiwal, Okara, Hafizabad, Mandi Bahauddin, Jhelum, Jar...
NO1 Top Amil Baba In Sahiwal, Okara, Hafizabad,  Mandi Bahauddin, Jhelum, Jar...NO1 Top Amil Baba In Sahiwal, Okara, Hafizabad,  Mandi Bahauddin, Jhelum, Jar...
NO1 Top Amil Baba In Sahiwal, Okara, Hafizabad, Mandi Bahauddin, Jhelum, Jar...
 
Codes and conventions of film magazines.pptx
Codes and conventions of film magazines.pptxCodes and conventions of film magazines.pptx
Codes and conventions of film magazines.pptx
 
Low Rate Call Girls West Karbi Anglong { 6297126446 } ❤️VVIP NISHA Call Girls...
Low Rate Call Girls West Karbi Anglong { 6297126446 } ❤️VVIP NISHA Call Girls...Low Rate Call Girls West Karbi Anglong { 6297126446 } ❤️VVIP NISHA Call Girls...
Low Rate Call Girls West Karbi Anglong { 6297126446 } ❤️VVIP NISHA Call Girls...
 
Cheap Call Girls Banmankhi ➡️ 6297126446 HOT & SEXY Models beautiful and char...
Cheap Call Girls Banmankhi ➡️ 6297126446 HOT & SEXY Models beautiful and char...Cheap Call Girls Banmankhi ➡️ 6297126446 HOT & SEXY Models beautiful and char...
Cheap Call Girls Banmankhi ➡️ 6297126446 HOT & SEXY Models beautiful and char...
 
Night 7k to 12k Rajouri Garden Call Girl Photo 👉 BOOK NOW 7065000506 👈 ♀️ nig...
Night 7k to 12k Rajouri Garden Call Girl Photo 👉 BOOK NOW 7065000506 👈 ♀️ nig...Night 7k to 12k Rajouri Garden Call Girl Photo 👉 BOOK NOW 7065000506 👈 ♀️ nig...
Night 7k to 12k Rajouri Garden Call Girl Photo 👉 BOOK NOW 7065000506 👈 ♀️ nig...
 
Local Call Girls in Diphu { 6297126446 } ❤️VVIP NISHA Call Girls Near 5 Star ...
Local Call Girls in Diphu { 6297126446 } ❤️VVIP NISHA Call Girls Near 5 Star ...Local Call Girls in Diphu { 6297126446 } ❤️VVIP NISHA Call Girls Near 5 Star ...
Local Call Girls in Diphu { 6297126446 } ❤️VVIP NISHA Call Girls Near 5 Star ...
 
Low Rate Call Girls Purnea 📲🔝 6297126446 🔝Call Girls Advance Cash On Delivery...
Low Rate Call Girls Purnea 📲🔝 6297126446 🔝Call Girls Advance Cash On Delivery...Low Rate Call Girls Purnea 📲🔝 6297126446 🔝Call Girls Advance Cash On Delivery...
Low Rate Call Girls Purnea 📲🔝 6297126446 🔝Call Girls Advance Cash On Delivery...
 
Sexiest Girls Deira Abu Dhabi 💦+0522618040 🥵 Call Girls service in Abu ...
Sexiest  Girls  Deira  Abu Dhabi 💦+0522618040 🥵 Call  Girls  service in  Abu ...Sexiest  Girls  Deira  Abu Dhabi 💦+0522618040 🥵 Call  Girls  service in  Abu ...
Sexiest Girls Deira Abu Dhabi 💦+0522618040 🥵 Call Girls service in Abu ...
 

Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

  • 1. Beyond the HUD User interfaces for player immersion in FPS games Magnus Lorentzon Erik Fagerholt Interaction Design Master’s Programme IT-Universitetet, Chalmers Tekniska Högskola
  • 2. Beyond the HUD How do we design interfaces for player immersion in FPS games? 1. Studied and player 20+ contemporary FPS’s 2. Studied innovative games in other genres 3. Interviews, focus-groups and play-testing 4. Extensive litterature study
  • 3. FPS games played The following titles were included in the preliminary game study Hour of Victory America's Army: True Soldiers Turning Point Legendary Conflict: Denied Ops Haze Clive Barker's Jericho BlackSite: Area 51 Turok TimeShift Call of Juarez Mirror's Edge The Darkness     F.E.A.R.2 Tom Clancy's GRAW 2 Resistance 2 Left 4 Dead Bioshock Killzone 2 The following titles were included in play-testing Halo 3 CoD 4: Modern Warfare Battlefield: Bad Company Far Cry 2
  • 4. other games of relevans Other games played or studied during the thesis work as examples of innovative UI solutions Jurassic Park: Trespasser Peter Jackson’s King Kong Call of Chuthulu: Dark Corners of the World Metroid Prime Tom Clancy’s Splinter cell: Conviction Heavy Rain GTA 4 Rockstar’s Table Tennis Dead Space Resident Evil 5    
  • 5.  
  • 7. … to this “ In a participatory medium, immersion implies learning to swim, to do things that the new environment makes possible." (Murray, 1996)
  • 8. The interactive illusion is an illusion in itself… ludology not
  • 10. what is immersion? When the player accesses his real world perception, reasoning skills or emotions to play the game or voluntarily adopt the game world as a primary world, and reason from the character’s point of view rather than having to refer directly to the rules of the game in order to understand it
  • 12. guidelines 1. Know your design space 2. Know your game 3. Establish player agency 4. Strengthen the player-avatar perceptual link
  • 14. know your design space Every UI element can be categorized based on two fundamental properties: FICTION SPATIALITY
  • 16. Spatial runner vision, non-spatial subtitles
  • 27. know your design space The user interface is not restricted to visual elements. Don’t forget to make use of… … the auditory dimension … the haptic dimension
  • 29. know your game Distinguish games of progression from games of competition Single player vs multi player
  • 30. Non-diegetic HUD elements, justified given that the nature of the game is highly competitive (Battlefield: Bad Company)
  • 31. know your game Distinguish games of progression from games of competition SP games can be highly competitive
  • 32. HUD elements added to the more competitive Time Trial mode of Mirror’s Edge
  • 33. know your game The fiction of the game determines the possibilities of diegetic UI elements Consequently, fiction provides opportunity to explain why certain information is available to both the player and the player character, bringing the player closer to the avatar that he or she controls.
  • 34. A glimpse of the highly diegetic UI of Dead Space
  • 35. know your game The game fiction also determines what UI designers can get away with outside of the diegetic area… … would Runner Vision feel right if Faith wasn’t a ”runner”?
  • 40.  
  • 43. remember… Exsisting affordances might need to be amplified Non-existing ones might need to be supressed.
  • 47. "Hey, Resident Evil 5, I'm well aware that I'm supposed to throw a grenade into the boss monster's mouth. I kind of got the message from the way grenades keep getting spawned… So that's what I've been trying to do for twenty minutes by actually equipping a grenade and throwing it at the boss monster's mouth … I had no idea you expected me to walk directly up to the boss monster's mouth, at which point I would be prompted to press a button to script equipping and tossing a grenade. Last I checked, a grenade was a ranged weapon." breakdown… - Tom Chick
  • 48. strengthen the player-avatar perceptual link
  • 49. strengthen the player-avatar perceptual link Due to the fact that the player is only connected to the game world through graphics, audio and haptics, much of the way we act within the real world is lost when transferred into a game experience. This must be compensated by the game UI!
  • 50. strengthen the player-avatar perceptual link The most significant loss of perception is the broken perceptual link regarding the internal states of the player character Meta-perception – a straight forward strategy towards linking the player closer to the senses of the player avatar
  • 51. Meta-perception by simulating tunnel vision (Call of Duty 5)
  • 52. Meta-perception using ”blood on camera lense” metaphor (Killzone 2)
  • 53. Meta-perception to give an increased sense of speed (ME)
  • 54. strengthen the player-avatar perceptual link It is also important to consider perceptually linking the player to the external game world For example, use signifiers to leave environmental traces that strengthens the player’s sense of direction
  • 55. Shoe smear marks in Mirror’s Edge, increasing sense of direction regarding explored environments
  • 56. Blood traces, strengthening the player’s sense of direction regarding unexplored environments (Dead Space)
  • 57. strengthen the player-avatar perceptual link If non-fictional UI elements are used to guide the player, it is important to balance between providing the player with too much information and too little. While players appreciated the increased sense of direction that Runner Vision provides in ME, they actually preferred discovering their own paths through the game environments, without using Runner Vision

Editor's Notes

  1. In our design space, we use two dimensions or properties to categorize user interface elements. Fiction and spatiality
  2. The map is fictional, it exists in the game world and is visible for the characters in this world, just as it is visible for the player of the game. The instructional text is non-fictional, it is visible to the player but does not exist in the game world.
  3. So, the design space can be visualized in the following way. Here, we have eased the categorization of UI elements by formulating two questions, regarding the spatiality and fictional nature of the UI element in question
  4. We have identified a number of categories, which we view as the tools for UI design in FPS games
  5. A common argument for increased immersion is to remove the HUD elements, or non-diegetic elements as we call them, as they remind the player that the game is just a game and not an alternative reality.
  6. Meta-perception: perceptually linking the player with the game. In this case representing the players internal perception regarding the level of health, represented by some sort of emulation of tunnel-vision or loss of blood.
  7. A common argument for increased immersion is to remove the HUD elements, or non-diegetic elements as we call them, as they remind the player that the game is just a game and not an alternative reality. However, in games based heavily on competition against other players, non-diegetic elements are actually justified. This is a highly competitive multiplayer game. They help the player to make decisions and choices, which is crucial to the game experience; competing agains other human players.
  8. The outline of characters hidden by walls are spatial, since they are presented in the game geometry, The health bars in the bottom of the screen are non-spatial, since they are presented in an overlay manner superimposed onto the screen
  9. Fictional, spatial. ”Realistic”. In this picture the amount of bullets left in the rifle is displayed as numbers on a digital display on the players weapon. Which is really great, by fiction there’s a logical explanation to why both the player and the player avatar has access to this information. Diegetic elements are great, if the fiction allows it. In a medieval game where the weapon is a crossbow, this would likely feel quite awkward and likely take the player out of the experience.
  10. In this game, the player uses his watch to tell the game for how how many hours he will rest. In a perfect world, this is how the game interface should be presented. However, strongly dependent on fiction, and some information vital to the player simply is too abstract to represent with diegetic elements.
  11. Signifiers is a subgroup of diegetic elements. Signifiers are UI elements that bring information to the player by interpretation and makes the player reason in a logic way. Really good way to establish player agency; the player is given information pretty much as he is given information in the real world, and acts reasons accordingly. This makes the game world much more believable, as it makes the game worlds functionality resembles our own world.
  12. The signifier in this case is a trail of blood stains, both signifying that something dangerous is near, and the direction in which the player can go in order to confront whatever is dangerous. Which is a really immersive way of delivering information upon which the player can make a decision based on his own logical reasoning.
  13. Have only shown visual examples, but of course UI designers must make use of audio and haptics as well. If you want a few examples of this youre welcome to read the report. :)
  14. Have only shown visual examples, but of course UI designers must make use of audio and haptics as well. If you want a few examples of this youre welcome to read the report. :)
  15. SP vs MP example: BFBC SP competitive example: ME Story mode vs time trial/speedrun, added overlay counter (also interesting to point out the abstractness of ME DLC levels?) parallell: quake Decisionmaking and making up a play strategy are primary activities – maybe the most important - in heavily competitive games,
  16. A common argument for increased immersion is to remove the HUD elements, or non-diegetic elements as we call them, as they remind the player that the game is just a game and not an alternative reality. However, in games based heavily on competition against other players, non-diegetic elements are actually justified. This is a highly competitive multiplayer game. They help the player to make decisions and choices, which is crucial to the game experience; competing agains other human players.
  17. SP vs MP example: BFBC SP competitive example: ME Story mode vs time trial/speedrun, added overlay counter (also interesting to point out the abstractness of ME DLC levels?) parallell: quake Decisionmaking and making up a play strategy are primary activities – maybe the most important - in heavily competitive games,
  18. A common argument for increased immersion is to remove the HUD elements, or non-diegetic elements as we call them, as they remind the player that the game is just a game and not an alternative reality. However, in games based heavily on competition against other players, non-diegetic elements are actually justified. This is a highly competitive multiplayer game. They help the player to make decisions and choices, which is crucial to the game experience; competing agains other human players.
  19. Dead space UI would have been awkward in a historically accurate WWII game
  20. Amplifying the ”senses” of the avatar in some games might feel ok, like in ME, L4D (Arkham Asylum, Riddick, Wolverine etc), in which the player character has specialized training. Medieval vs sci-fi
  21. Have only shown visual examples, but of course UI designers must make use of audio and haptics as well. If you want a few examples of this youre welcome to read the report. :)
  22. Full-screen filtering, image distortion and overlay. Not rocket science: COD & Killzone examples. Also ME rays of light.
  23. Meta-perception: perceptually linking the player with the game. In this case representing the players internal perception regarding the level of health, represented by some sort of emulation of tunnel-vision or loss of blood.
  24. Another example of meta-perception using blood instead of the slightly abstract approach of dimming down the field of vision.
  25. Of course, meta-perception can be used to convey other information than about critical health and damage
  26. Leave traces behind the player to strengthen the player’s sense of direction
  27. Traces are not only used for backtracking