Game Design 2: Lecture 9 - Immersion through UI

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Game Design 2 Lecture 9: Immersion through UI http://www.comu346. com [email protected]. uk 2011

Transcript of Game Design 2: Lecture 9 - Immersion through UI

Page 1: Game Design 2: Lecture 9 - Immersion through UI

Game Design 2Lecture 9: Immersion through UI

http://www.comu346.com

[email protected]

2011

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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 Fagerholdhttp://slidesha.re/bjxr4I

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Immersive UI

•Trend towards minimal HUD

•UI as transparent as possible to not distract player

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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

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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

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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

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What doesn’t work?

•UI seems conflicted

•there are traditional non-diegetic HUD elements such as: ammo; interaction opportunities; health etc

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•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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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

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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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•in addition to the holograms, Dead Space also draws interface on the actual player avatar

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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

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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

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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

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Case Study: TF 2

•Uses mixed methods to communicate

•very much a “whatever works” approach

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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

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What doesn’t work

•the mix of styles can be perceived as a bit messy

•inconsistencies can require more cognition from the player

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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

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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