Video game user interface design: Diegesis theory
by
Dave
Russell on 2 February
Interface design is often one of the most challenging aspects of game
development. There is a lot of information to convey to the player and little
screen space with which to do it. When the interface is poorly designed, a good
game concept can be reduced to a frustrating user experience.
There are several theories that can be used by designers to analyse a user
interface and help them break down choices. The theory we will look at here is
called
diegesis theory. It is adapted from diegesis theory used in
literature, film and theatre. Diegesis refers to the world in which the story is
set, and hence it focuses on games as stories.
There are two concepts core to this theory:
narrative and the
fourth wall.
Narrative
Narrative is a
message that conveys the particulars of an act or occurrence or course of
events. In simple terms, it is the story the designer wishes to convey; be it
the story of blocks falling from the sky which need to land in the right place
(
Tetris), or a journey
through a strange land (
Machinarium).
Not all elements of a game are part of the narration. For example, the game
menus and the HUD, because the game’s characters are not aware of these
elements. This does not mean these components do not support the narrative. For
example, a futuristic game typically has GUI elements that also appear
futuristic.
The fourth wall
The fourth wall is the imaginary divide between the player and the world of
the game. In order for the player to immerse themselves in the game world, he
needs to move through the fourth wall. The ease with which the player moves
between the real world and the game world depends on the way the interface
designer delivers information to the player.
Interface components
We can now ask ourselves two questions about any interface component:
- Is the component part of the game story? (Is it part of the narrative?)
- Is the component part of the game space? (Is it behind the fourth wall?)
Depending on the answers, we can classify the component into one of four
classes: diegetic; non-diegetic; spatial; or meta.
The diagram below shows how the questions relate to the classes.
Diegetic Components
For diegetic components, we answer our two questions as follows:
- Is the interface component in the game story? YES
- Is the component in the game space? YES
Diegetic components provide the player with cues and information without
distracting them from the narration of the world. These cues are something that
the player’s avatar and other characters in the game world are aware of, and can
interact with. This makes the experience more immersive and cinematic.
In
Far Cry 2 an attempt is made to
make the experience as diegetic as possible – there is no HUD. The use of
numerous in-game gadgets and items allows the player to get information without
referring to elements outside of, or superimposed over the reality of the game
world.
While this is great for the
immersion of the game, if it is not done correctly, it can have the opposite
effect. For example, in the adventure game
Grim Fandango
the
player is forced to search through their inventory one item at a
time. This frustrating process breaks the player’s suspension of disbelief, and
he pops back into reality.
Depending on the type of game you are designing, a
completely immersive and realistic world may not be what you are looking to
achieve, and this may in fact break the narrative of your story.
In
Grim Fandango, the character’s head turns towards objects to
indicate that they are interactive. Although it is perhaps a more realistic way
to deliver information, the movement is awkward and unnatural. It is distracting
and not as helpful as the glowing objects and mouse cursor changes traditional
to adventure games.
Examples of diegetic interface
Designing diegetic interface components to replace common HUD elements
requires a clever approach. Some examples follow:
In real time strategy games, diegetic components are
elements such as the visual damage to units and buildings.
In
Far Cry 2 the player can use a compass to help them navigate
through the game world – far more immersive compared to the non-diegetic
compasses that appear in HUDs of many other games.
In
Dead Space, instead of providing a typical
health bar overlay, the player’s health is indicated by the high-tech meter on
the avatar’s suit.
Non-Diegetic Components
For non-diegetic components, we answer our two questions as follows:
- Is the interface component in the game story? NO
- Is the component in the game space? NO
We have all become very comfortable with the use of a heads up display (HUD)
in games. This system provide us with key information in a fairly simple manner.
If done correctly the player doesn’t even know it is there.
Some games, such as
Gears of War, have a minimalist
approach which limits the number of HUD items, while others, such as
World of Warcraft, provide
extensive HUD information.
An example a HUD being used poorly is the widget in
Gears of War.
The widget appears when the player selects a new weapon. This widget breaks
the flow of the game, distracting the player from the world in which they have
spent the last few minutes immersing themselves.
There are less intrusive user interface mechanisms one could use for a simple
action such as selecting weapons. If the player is able to see the actual weapon
in the game world there is little or no need to show a non-diegetic cue for
swapping weapons.
World of Warcraft has a complicated but flexible and
customisable user interface that allows players to optimise it to their personal
play experience requirements. They can choose how much clutter fills the screen
depending on their needs.
Although the game is often criticized for its complicated interface (by
pointing out that the game cannot be played competitively without customizing
it), it must be remembered that World of Warcraft is a complicated game that
allows for many different types of play. The complexity of the interface is a
result of the complexity of the game.
World of Warcraft has a rich user interface to support the vast
amount of information given to the player. The interface is complex, because the
game is complex.
It is not always clear whether a component is non-diegetic. Is the
speedometer in the HUD of a racing game really a non-diegetic component? The
speedometer is just a conveniently placed clone of the actual diegetic
speedometer which is presumably inside the car.
The interface on the left is diegetic; the
interface on the right is non-diegetic.
Spatial Components
For spatial components, we answer our two questions as follows:
- Is the interface component in the game story? NO
- Is the component in the game space? YES
These are components that are visualised within the game
world but are not part of the game world. The game’s characters are also unaware
of these spatial components. For example, the aura selection brackets around
units in real time strategy games. They are used to provide extra information on
a component in the world, although that information is not part of the
narrative. The information is provided in the location on which the player is
focused, reducing clutter in the HUD.
A good example of this are the auras in
Warcraft 3. These
indicate the gameplay effect that is currently in place and the range within
which units will be effected. Another example are the icons that appear above
the heads of characters in
The Sims.
The selection brackets in
Warcraft 3 immediately
make it clear which units the player has control of. The brackets’ location in
space makes selecting appropriate units much easier. Think of how difficult it
would be the select them from a list in the HUD – it would be very difficult to
see which units are closest to the action taking place in the game world.
Meta Components
For meta components, we answer our two questions as follows:
- Is the interface component in the game story? YES
- Is the component in the game space? NO
Meta representations are components that are expressed as
part of the narrative, but not as part the game world. These can be effects that
are rendered onto the screen such as cracked glass and blood splatters – effects
that interact with the fourth wall are the most common examples.
These components aim to draw the
user into the reality of the game by applying cues to the screen as if the game
were directly interacting with the player. An example of this is the blood
splatter on the screen used in
Killzone 2. Note that this
interface component also affects gameplay by reducing visibility.
Diegesis Theory in 2D Games
So far, we have only covered 3D games. The concepts we have discussed so far
still apply to 2D games.
Think of a 2D game as a flattened representation of a 3D world. Take
Pac-Man as an
example. There is still the concept of a world, or narrative component, and
components that are outside the narrative. The pills, walls and ghosts are all
diegetic component of Pac-Man’s world. The scores and details around the game
would are non-diegetic.
An example of a purely diegetic 2D game is
Limbo. All user cues are presented
within the world that the character perceives. The game leverages this pure
in-world experience to help the user become immersed into the game. From the
background to the foreground the entire world is part of your experience. There
is nothing with which players interact that is not part of the narrative.
Spatial representations in 2D games are the auras or
indicators, such as arrows, that are present in the game world, although the
characters are unaware of them, and objects are unaffected by them. An examples
of this are the paths and warning icons in
Flight
Control.
Although it is easy to
imagine screen cracks and blood spatters
against the screen in a 2D game, this is rarely done, and no examples of meta
interface components come to mind. (If you think of anything, let us know in the
comments!)