Friday, February 28, 2014

Week 2 Review




Amanda Torres
Prof. Charlie Williams III
IS - Texture and Lighting
2/28/2014
"User interface design in video games" By Anthony Stonehouse

               User interfaces in video games differ from user interfaces used in all other designs. This is because the user interface in a game can connect directly to the fiction of the game and can help player immersion. User interfaces can exist within the 3D world of a video game or game's narrative, but they can also be completely unconnected to either, as well.  There are four types of UI systems in videogames and they can either work toward furthering immersion or breaking it to allow players more information that the character should not know.
               The first UI system is known as diegetic, which exists within the fiction and geometry of a game. This one seeks to blend seamlessly into a game's realty. Furthering player immersion and the making the environment of a game more believable. Examples of this type of UI system would be Deadspace and Metro. This type of interface is usually used in sci fi type fictions, because the technology of the time makes floating menu systems or information gathering more believable. Sometimes this may frustrate players because it sacrifices some degree of legibility. It may also reduce response times.
               The second type of UI is the Meta UI which exists in the 2D plane of a game environment. A good example of this is the blood spatter in Call of Duty: Modern Warfare. Even though no bar of health are displayed, players know that they are being hit and losing health when blood is spattered across camera. The third kind, which is called spatial UI's break the narrative to allow more information to be provided to the player without having to switch through menu screens. It also provides the player with information that the character in story should not be aware of.  This usually sits with in the game geometry. Finally there are non-diegetic UI which are completely removed from narrative and geometry. These are used in cases where other UI sacrifice too much legibility and consistency. A good example of a non-diegetic UI is world of warcraft where all information and spells are displayed on a 2d plane in the forefront of the screen.

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