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2010


                   Game Design 2
                     Lecture 8: Immersion through UI




http://www.comu346.com                          dfarrell@davidlearnsgames.com
Games Talk
• BCS Talk by Sophie Houlden
 • next Monday at 18.30 in W110
 • Indie dev talking about MAKING games
 • previously featured in Edge
 • http://www.sophiehoulden.com/
 • http://slidesha.re/bT8mwe
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
Immersive UI


• Trend towards minimal HUD
• UI as transparent as possible to not distract
  player
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
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
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
What doesn’t work?

• UI seems conflicted
 • there are traditional non-diegetic HUD
    elements such as: ammo; interaction
    opportunities; health etc
• The non-diegetic elements fade in and out
• Some elements of the UI don’t provide the
  player with enough information
What does it mean?

• The struggles of FC2 show that it is nearly
  hopeless for (FPS) games to be playable and
  100% diegetic
• If you make a late decision to compliment
  your diegetic components with non-
  diegetic, the design will suffer - best to plan
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
• in addition to the holograms, Dead Space
  also draws interface on the actual player
  avatar
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
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
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
Case Study: TF 2


• Uses mixed methods to communicate
 • very much a “whatever works” approach
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
What doesn’t work

• the mix of styles can be perceived as a bit
  messy
• inconsistencies can require more cognition
  from the player
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
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

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Game Design 2 (2010): Lecture 8 - Immersion through UI

  • 1. 2010 Game Design 2 Lecture 8: Immersion through UI http://www.comu346.com dfarrell@davidlearnsgames.com
  • 2. Games Talk • BCS Talk by Sophie Houlden • next Monday at 18.30 in W110 • Indie dev talking about MAKING games • previously featured in Edge • http://www.sophiehoulden.com/ • http://slidesha.re/bT8mwe
  • 3.
  • 4. 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
  • 5. Immersive UI • Trend towards minimal HUD • UI as transparent as possible to not distract player
  • 6. 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
  • 7.
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  • 14. 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
  • 15.
  • 16.
  • 17. 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
  • 18. What doesn’t work? • UI seems conflicted • there are traditional non-diegetic HUD elements such as: ammo; interaction opportunities; health etc
  • 19.
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  • 21. • The non-diegetic elements fade in and out • Some elements of the UI don’t provide the player with enough information
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  • 23. What does it mean? • The struggles of FC2 show that it is nearly hopeless for (FPS) games to be playable and 100% diegetic • If you make a late decision to compliment your diegetic components with non- diegetic, the design will suffer - best to plan
  • 24. 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
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  • 26. • in addition to the holograms, Dead Space also draws interface on the actual player avatar
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  • 28. 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
  • 29. 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
  • 30.
  • 31. 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
  • 32. Case Study: TF 2 • Uses mixed methods to communicate • very much a “whatever works” approach
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  • 36. 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
  • 37. What doesn’t work • the mix of styles can be perceived as a bit messy • inconsistencies can require more cognition from the player
  • 38. 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
  • 39. 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

Notes de l'éditeur