2013

Game Design 2
Lecture 7: Immersion through UI

http://gcugd2.com
Sunday, 3 November 13

david.farrell@gcu.ac.uk
Reading
• Anthony Stonehouse
http://bit.ly/9isY6D

• Erik Fagerhold & Magnus Lorentzon (2009)
http://bit.ly/d0HfcW

• Gamasutra (Marcus Andrews @ EA:DICE)
http://bit.ly/9H6xuL

• SlideShare presentation from Fagerhold
http://slidesha.re/bjxr4I

Sunday, 3 November 13
Immersive UI
• Trend towards minimal HUD
• UI as transparent as possible to not distract
player

Sunday, 3 November 13
Terminology
• Diegetic: Interface included in the game world
• Non-diegetic: Interface rendered outside game
world

• Spatial: UI Elements resented in game’s 3D space
but not be an actual in-game entity

• Meta: Representations can be in game but aren’t
necessarily visualised spatially for player

Sunday, 3 November 13
Sunday, 3 November 13
Sunday, 3 November 13
Sunday, 3 November 13
Sunday, 3 November 13
Sunday, 3 November 13
Sunday, 3 November 13
Sunday, 3 November 13
Case Study: Far Cry 2
• Goes to great lengths to make UI diegetic
• especially hard for FPS games
• Uses in-game gadgets perform traditional
HUD roles

• map
• time
• weapon condition
Sunday, 3 November 13
Sunday, 3 November 13
Sunday, 3 November 13
What works?
• Novelty factor
• diging bullets out of arm
• Ubisoft promoting UI in marketing
• Interaction with NPCs
• you can see what that character is doing
• injury rescue
Sunday, 3 November 13
What doesn’t work?
• UI seems conflicted
• there are traditional non-diegetic HUD
elements such as: ammo; interaction
opportunities; health etc

Sunday, 3 November 13
Sunday, 3 November 13
Sunday, 3 November 13
• The non-diegetic elements fade in and out
• Some elements of the UI don’t provide the
player with enough information

Sunday, 3 November 13
Sunday, 3 November 13
What does it mean?
• The struggles of FC2 show that it is nearly
hopeless for (realistic FPS) games to be
playable and 100% diegetic

• If you make a late decision to compliment

your diegetic components with nondiegetic, the design will suffer - best to plan

Sunday, 3 November 13
Case Study: Dead Space
• Fully diegetic interface.
• Unlike most games, they had an explicit
direction that all UI elements be ‘in the
game world’

• Fairly traditional HUD system with a twist
• all rendered as in-game holograms
Sunday, 3 November 13
Sunday, 3 November 13
• in addition to the holograms, Dead Space
also draws interface on the actual player
avatar

Sunday, 3 November 13
Sunday, 3 November 13
What works?
• Sci-Fi Fiction lends itself to diegetic UI
• “typical UI, rendered atypically”
• Perspective
• Using player avatar as a canvas is a great
way to promote immersion

• largely depending on setting & 3rd
person camera

• Preserving Functionality
• preserves functionality but adds style

Sunday, 3 November 13
What doesn’t work?
• Functionality breakdown
• the holographic 3D map failed to aid

player navigation leading to the
implementation of another,
complimentary feature - the ‘locator’ that
has a completely new diegetic spatial
method

Sunday, 3 November 13
Sunday, 3 November 13
What does it mean?
• Fairly traditional interface rendered in
novel fashion.

• May be unrealised potential benefit of
diegetic & innovative UI

• Whilst the UI may have helped in the

marketing (& sales?) its benefit to the
gameplay is subjective

Sunday, 3 November 13
Case Study: TF 2
• Uses mixed methods to communicate
• very much a “whatever works” approach

Sunday, 3 November 13
Sunday, 3 November 13
Sunday, 3 November 13
Sunday, 3 November 13
What works?
• Mix of UI elements from each of the

categories provides for lots of info without
a cluttered HUD

• shows that UI components don’t need to

have an immediately obvious theme or be
immersive to work

Sunday, 3 November 13
What doesn’t work
• the mix of styles can be perceived as a bit
messy

• inconsistencies can require more cognition
from the player

Sunday, 3 November 13
What does it mean?
• TF2 has hardly any diegetic qualities but
largely succeeds in UI design.

• Shows that players will tolerate mixing
styles in an interface

Sunday, 3 November 13
Summary
• Diegetic interface elements can help to
reinforce the fiction of a game and can
help keep the player immersed.

• Diegetic elements are harder to design and
integrate than non-diegetic elements
especially in FPS games like Far Cry 2

• When there is a trade off between

immersion and functionality - functionality
must be given priority

Sunday, 3 November 13

Game Design 2 (2013): Immersion Through Game UI

  • 1.
    2013 Game Design 2 Lecture7: Immersion through UI http://gcugd2.com Sunday, 3 November 13 david.farrell@gcu.ac.uk
  • 2.
    Reading • Anthony Stonehouse http://bit.ly/9isY6D •Erik Fagerhold & Magnus Lorentzon (2009) http://bit.ly/d0HfcW • Gamasutra (Marcus Andrews @ EA:DICE) http://bit.ly/9H6xuL • SlideShare presentation from Fagerhold http://slidesha.re/bjxr4I Sunday, 3 November 13
  • 3.
    Immersive UI • Trendtowards minimal HUD • UI as transparent as possible to not distract player Sunday, 3 November 13
  • 4.
    Terminology • Diegetic: Interfaceincluded in the game world • Non-diegetic: Interface rendered outside game world • Spatial: UI Elements resented in game’s 3D space but not be an actual in-game entity • Meta: Representations can be in game but aren’t necessarily visualised spatially for player Sunday, 3 November 13
  • 5.
  • 6.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.
  • 12.
    Case Study: FarCry 2 • Goes to great lengths to make UI diegetic • especially hard for FPS games • Uses in-game gadgets perform traditional HUD roles • map • time • weapon condition Sunday, 3 November 13
  • 13.
  • 14.
  • 15.
    What works? • Noveltyfactor • diging bullets out of arm • Ubisoft promoting UI in marketing • Interaction with NPCs • you can see what that character is doing • injury rescue Sunday, 3 November 13
  • 16.
    What doesn’t work? •UI seems conflicted • there are traditional non-diegetic HUD elements such as: ammo; interaction opportunities; health etc Sunday, 3 November 13
  • 17.
  • 18.
  • 19.
    • The non-diegeticelements fade in and out • Some elements of the UI don’t provide the player with enough information Sunday, 3 November 13
  • 20.
  • 21.
    What does itmean? • The struggles of FC2 show that it is nearly hopeless for (realistic FPS) games to be playable and 100% diegetic • If you make a late decision to compliment your diegetic components with nondiegetic, the design will suffer - best to plan Sunday, 3 November 13
  • 22.
    Case Study: DeadSpace • Fully diegetic interface. • Unlike most games, they had an explicit direction that all UI elements be ‘in the game world’ • Fairly traditional HUD system with a twist • all rendered as in-game holograms Sunday, 3 November 13
  • 23.
  • 24.
    • in additionto the holograms, Dead Space also draws interface on the actual player avatar Sunday, 3 November 13
  • 25.
  • 26.
    What works? • Sci-FiFiction lends itself to diegetic UI • “typical UI, rendered atypically” • Perspective • Using player avatar as a canvas is a great way to promote immersion • largely depending on setting & 3rd person camera • Preserving Functionality • preserves functionality but adds style Sunday, 3 November 13
  • 27.
    What doesn’t work? •Functionality breakdown • the holographic 3D map failed to aid player navigation leading to the implementation of another, complimentary feature - the ‘locator’ that has a completely new diegetic spatial method Sunday, 3 November 13
  • 28.
  • 29.
    What does itmean? • Fairly traditional interface rendered in novel fashion. • May be unrealised potential benefit of diegetic & innovative UI • Whilst the UI may have helped in the marketing (& sales?) its benefit to the gameplay is subjective Sunday, 3 November 13
  • 30.
    Case Study: TF2 • Uses mixed methods to communicate • very much a “whatever works” approach Sunday, 3 November 13
  • 31.
  • 32.
  • 33.
  • 34.
    What works? • Mixof UI elements from each of the categories provides for lots of info without a cluttered HUD • shows that UI components don’t need to have an immediately obvious theme or be immersive to work Sunday, 3 November 13
  • 35.
    What doesn’t work •the mix of styles can be perceived as a bit messy • inconsistencies can require more cognition from the player Sunday, 3 November 13
  • 36.
    What does itmean? • TF2 has hardly any diegetic qualities but largely succeeds in UI design. • Shows that players will tolerate mixing styles in an interface Sunday, 3 November 13
  • 37.
    Summary • Diegetic interfaceelements can help to reinforce the fiction of a game and can help keep the player immersed. • Diegetic elements are harder to design and integrate than non-diegetic elements especially in FPS games like Far Cry 2 • When there is a trade off between immersion and functionality - functionality must be given priority Sunday, 3 November 13