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.
Posting your latest game
accomplishments on Facebook is an example of how a game extends beyond the
fourth wall. To further delve into this concept, one should read Steven Conway’s
interesting discussion of the fourth wall in games: A
Circular Wall? Reformulating the Fourth Wall for Video Games.
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?)
The diagram below shows how the questions relate to the classes.
Diagram adapted from Gamasutra.
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
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.
Examples of diegetic interface
Designing diegetic interface components to replace common HUD elements requires a clever approach. Some examples follow: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
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 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
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
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.
Website design is a creative field where you learn every day as you gather more experience.
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