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Game Design 2 <ul><li>Lecture 9: Immersion through UI </li></ul>http://www.comu346.com [email_address] 2011
Reading <ul><li>Anthony Stonehouse http://bit.ly/9isY6D </li></ul><ul><li>Erik Fagerhold & Magnus Lorentzon (2009) http://...
Immersive UI <ul><li>Trend towards minimal HUD </li></ul><ul><li>UI as transparent as possible to not distract player </li...
Terminology <ul><li>Diegetic: Interface included in the game world </li></ul><ul><li>Non-diegetic: Interface rendered outs...
 
 
 
 
 
 
 
Case Study: Far Cry 2 <ul><li>Goes to great lengths to make UI diegetic </li></ul><ul><ul><li>especially hard for FPS game...
 
 
What works? <ul><li>Novelty factor </li></ul><ul><ul><li>diging bullets out of arm </li></ul></ul><ul><ul><li>Ubisoft prom...
What doesn’t work? <ul><li>UI seems conflicted </li></ul><ul><ul><li>there are traditional non-diegetic HUD elements such ...
 
 
<ul><li>The non-diegetic elements fade in and out </li></ul><ul><li>Some elements of the UI don’t provide the player with ...
 
What does it mean? <ul><li>The struggles of FC2 show that it is nearly hopeless for (FPS) games to be playable and 100% di...
Case Study: Dead Space <ul><li>Fully diegetic interface.  </li></ul><ul><li>Unlike most games, they had an explicit direct...
 
<ul><li>in addition to the holograms, Dead Space also draws interface on the actual player avatar </li></ul>
 
What works? <ul><li>Sci-Fi Fiction lends itself to diegetic UI </li></ul><ul><ul><li>“typical UI, rendered atypically” </l...
What doesn’t work? <ul><li>Functionality breakdown </li></ul><ul><ul><li>the holographic 3D map failed to aid player navig...
 
What does it mean? <ul><li>Fairly traditional interface rendered in novel fashion. </li></ul><ul><li>May be unrealised pot...
Case Study: TF 2 <ul><li>Uses mixed methods to communicate  </li></ul><ul><ul><li>very much a “whatever works” approach </...
 
 
 
What works? <ul><li>Mix of UI elements from each of the categories provides for lots of info without a cluttered HUD </li>...
What doesn’t work <ul><li>the mix of styles can be perceived as a bit messy </li></ul><ul><li>inconsistencies can require ...
What does it mean? <ul><li>TF2 has hardly any diegetic qualities but largely succeeds in UI design. </li></ul><ul><li>Show...
Summary <ul><li>Diegetic interface elements can help to reinforce the fiction of a game and can help keep the player immer...
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Game Design 2: Lecture 9 - Immersion through UI

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Game Design 2: Lecture 9 - Immersion through UI

  1. 1. Game Design 2 <ul><li>Lecture 9: Immersion through UI </li></ul>http://www.comu346.com [email_address] 2011
  2. 2. Reading <ul><li>Anthony Stonehouse http://bit.ly/9isY6D </li></ul><ul><li>Erik Fagerhold & Magnus Lorentzon (2009) http://bit.ly/d0HfcW </li></ul><ul><li>Gamasutra (Marcus Andrews @ EA:DICE) http://bit.ly/9H6xuL </li></ul><ul><li>SlideShare presentation from Fagerhold http://slidesha.re/bjxr4I </li></ul>
  3. 3. Immersive UI <ul><li>Trend towards minimal HUD </li></ul><ul><li>UI as transparent as possible to not distract player </li></ul>
  4. 4. Terminology <ul><li>Diegetic: Interface included in the game world </li></ul><ul><li>Non-diegetic: Interface rendered outside game world </li></ul><ul><li>Spatial: UI Elements resented in game’s 3D space but not be an actual in-game entity </li></ul><ul><li>Meta: Representations can be in game but aren’t necessarily visualised spatially for player </li></ul>
  5. 12. Case Study: Far Cry 2 <ul><li>Goes to great lengths to make UI diegetic </li></ul><ul><ul><li>especially hard for FPS games </li></ul></ul><ul><li>Uses in-game gadgets perform traditional HUD roles </li></ul><ul><ul><li>map </li></ul></ul><ul><ul><li>time </li></ul></ul><ul><ul><li>weapon condition </li></ul></ul>
  6. 15. What works? <ul><li>Novelty factor </li></ul><ul><ul><li>diging bullets out of arm </li></ul></ul><ul><ul><li>Ubisoft promoting UI in marketing </li></ul></ul><ul><li>Interaction with NPCs </li></ul><ul><ul><li>you can see what that character is doing </li></ul></ul><ul><ul><li>injury rescue </li></ul></ul>
  7. 16. What doesn’t work? <ul><li>UI seems conflicted </li></ul><ul><ul><li>there are traditional non-diegetic HUD elements such as: ammo; interaction opportunities; health etc </li></ul></ul>
  8. 19. <ul><li>The non-diegetic elements fade in and out </li></ul><ul><li>Some elements of the UI don’t provide the player with enough information </li></ul>
  9. 21. What does it mean? <ul><li>The struggles of FC2 show that it is nearly hopeless for (FPS) games to be playable and 100% diegetic </li></ul><ul><li>If you make a late decision to compliment your diegetic components with non-diegetic, the design will suffer - best to plan </li></ul>
  10. 22. Case Study: Dead Space <ul><li>Fully diegetic interface. </li></ul><ul><li>Unlike most games, they had an explicit direction that all UI elements be ‘in the game world’ </li></ul><ul><li>Fairly traditional HUD system with a twist </li></ul><ul><ul><li>all rendered as in-game holograms </li></ul></ul>
  11. 24. <ul><li>in addition to the holograms, Dead Space also draws interface on the actual player avatar </li></ul>
  12. 26. What works? <ul><li>Sci-Fi Fiction lends itself to diegetic UI </li></ul><ul><ul><li>“typical UI, rendered atypically” </li></ul></ul><ul><li>Perspective </li></ul><ul><ul><li>Using player avatar as a canvas is a great way to promote immersion </li></ul></ul><ul><ul><ul><ul><li>largely depending on setting & 3rd person camera </li></ul></ul></ul></ul><ul><li>Preserving Functionality </li></ul><ul><ul><li>preserves functionality but adds style </li></ul></ul>
  13. 27. What doesn’t work? <ul><li>Functionality breakdown </li></ul><ul><ul><li>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 </li></ul></ul>
  14. 29. What does it mean? <ul><li>Fairly traditional interface rendered in novel fashion. </li></ul><ul><li>May be unrealised potential benefit of diegetic & innovative UI </li></ul><ul><li>Whilst the UI may have helped in the marketing (& sales?) its benefit to the gameplay is subjective </li></ul>
  15. 30. Case Study: TF 2 <ul><li>Uses mixed methods to communicate </li></ul><ul><ul><li>very much a “whatever works” approach </li></ul></ul>
  16. 34. What works? <ul><li>Mix of UI elements from each of the categories provides for lots of info without a cluttered HUD </li></ul><ul><li>shows that UI components don’t need to have an immediately obvious theme or be immersive to work </li></ul>
  17. 35. What doesn’t work <ul><li>the mix of styles can be perceived as a bit messy </li></ul><ul><li>inconsistencies can require more cognition from the player </li></ul>
  18. 36. What does it mean? <ul><li>TF2 has hardly any diegetic qualities but largely succeeds in UI design. </li></ul><ul><li>Shows that players will tolerate mixing styles in an interface </li></ul>
  19. 37. Summary <ul><li>Diegetic interface elements can help to reinforce the fiction of a game and can help keep the player immersed. </li></ul><ul><li>Diegetic elements are harder to design and integrate than non-diegetic elements especially in FPS games like Far Cry 2 </li></ul><ul><li>When there is a trade off between immersion and functionality - functionality must be given priority </li></ul>

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