Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Technical Fellow - Frostbite - Electronic Arts em Electronic Arts / DICE
24 de Feb de 2010
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
1 de 57

Mais conteúdo relacionado

Mais procurados

Workflow of Creating Game UX/UI DesignWorkflow of Creating Game UX/UI Design
Workflow of Creating Game UX/UI DesignDevGAMM Conference
NDC 2015 이광영 [야생의 땅: 듀랑고] 전투 시스템 개발 일지NDC 2015 이광영 [야생의 땅: 듀랑고] 전투 시스템 개발 일지
NDC 2015 이광영 [야생의 땅: 듀랑고] 전투 시스템 개발 일지Kwangyoung Lee
7-zip compression settings guide7-zip compression settings guide
7-zip compression settings guideLevan Chelidze
유니티 그래픽 최적화, 어디까지 해봤니 (Optimizing Unity Graphics) NDC15 Ver.유니티 그래픽 최적화, 어디까지 해봤니 (Optimizing Unity Graphics) NDC15 Ver.
유니티 그래픽 최적화, 어디까지 해봤니 (Optimizing Unity Graphics) NDC15 Ver.ozlael ozlael
Game Engine ArchitectureGame Engine Architecture
Game Engine ArchitectureAttila Jenei
Game Design Document - Step by Step GuideGame Design Document - Step by Step Guide
Game Design Document - Step by Step GuideDevBatch Inc.

Mais procurados(20)

Similar a Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

LAFS Game Mechanics - Narrative ElementsLAFS Game Mechanics - Narrative Elements
LAFS Game Mechanics - Narrative ElementsDavid Mullich
Level Design PrimerLevel Design Primer
Level Design PrimerTobby Ong
Impossible mission: estimating (game) developmentImpossible mission: estimating (game) development
Impossible mission: estimating (game) developmentPietro Polsinelli
Games design notesGames design notes
Games design notesamme77
ResearchResearch
ResearchSumiah Rose
Web browser game development(lncs)Web browser game development(lncs)
Web browser game development(lncs)Cristian Catalin Mihai

Mais de Electronic Arts / DICE

GDC2019 - SEED - Towards Deep Generative Models in Game DevelopmentGDC2019 - SEED - Towards Deep Generative Models in Game Development
GDC2019 - SEED - Towards Deep Generative Models in Game DevelopmentElectronic Arts / DICE
SIGGRAPH 2010 - Style and Gameplay in the Mirror's EdgeSIGGRAPH 2010 - Style and Gameplay in the Mirror's Edge
SIGGRAPH 2010 - Style and Gameplay in the Mirror's EdgeElectronic Arts / DICE
SEED - Halcyon ArchitectureSEED - Halcyon Architecture
SEED - Halcyon ArchitectureElectronic Arts / DICE
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray TracingSyysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray Tracing
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray TracingElectronic Arts / DICE
Khronos Munich 2018 - Halcyon and VulkanKhronos Munich 2018 - Halcyon and Vulkan
Khronos Munich 2018 - Halcyon and VulkanElectronic Arts / DICE
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time RaytracingCEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time RaytracingElectronic Arts / DICE

Mais de Electronic Arts / DICE(20)

Último

How To Shoot A short film on a low budget.docxHow To Shoot A short film on a low budget.docx
How To Shoot A short film on a low budget.docxHamptonDube
GOLDEN SEPTEMBERGOLDEN SEPTEMBER
GOLDEN SEPTEMBERJudy 1028
sleeping beautysleeping beauty
sleeping beautyanuretti
Jasoosi Digest February 2023.pdfJasoosi Digest February 2023.pdf
Jasoosi Digest February 2023.pdfDrama Flick
home.pptxhome.pptx
home.pptxEmanuele
Emcee Chaitanya Rathi Profile 2023.pdfEmcee Chaitanya Rathi Profile 2023.pdf
Emcee Chaitanya Rathi Profile 2023.pdfEmcee Chaitanya Rathi

Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Notas do Editor

  1. In our design space, we use two dimensions or properties to categorize user interface elements. Fiction and spatiality
  2. The map is fictional, it exists in the game world and is visible for the characters in this world, just as it is visible for the player of the game. The instructional text is non-fictional, it is visible to the player but does not exist in the game world.
  3. So, the design space can be visualized in the following way. Here, we have eased the categorization of UI elements by formulating two questions, regarding the spatiality and fictional nature of the UI element in question
  4. We have identified a number of categories, which we view as the tools for UI design in FPS games
  5. A common argument for increased immersion is to remove the HUD elements, or non-diegetic elements as we call them, as they remind the player that the game is just a game and not an alternative reality.
  6. Meta-perception: perceptually linking the player with the game. In this case representing the players internal perception regarding the level of health, represented by some sort of emulation of tunnel-vision or loss of blood.
  7. A common argument for increased immersion is to remove the HUD elements, or non-diegetic elements as we call them, as they remind the player that the game is just a game and not an alternative reality. However, in games based heavily on competition against other players, non-diegetic elements are actually justified. This is a highly competitive multiplayer game. They help the player to make decisions and choices, which is crucial to the game experience; competing agains other human players.
  8. The outline of characters hidden by walls are spatial, since they are presented in the game geometry, The health bars in the bottom of the screen are non-spatial, since they are presented in an overlay manner superimposed onto the screen
  9. Fictional, spatial. ”Realistic”. In this picture the amount of bullets left in the rifle is displayed as numbers on a digital display on the players weapon. Which is really great, by fiction there’s a logical explanation to why both the player and the player avatar has access to this information. Diegetic elements are great, if the fiction allows it. In a medieval game where the weapon is a crossbow, this would likely feel quite awkward and likely take the player out of the experience.
  10. In this game, the player uses his watch to tell the game for how how many hours he will rest. In a perfect world, this is how the game interface should be presented. However, strongly dependent on fiction, and some information vital to the player simply is too abstract to represent with diegetic elements.
  11. Signifiers is a subgroup of diegetic elements. Signifiers are UI elements that bring information to the player by interpretation and makes the player reason in a logic way. Really good way to establish player agency; the player is given information pretty much as he is given information in the real world, and acts reasons accordingly. This makes the game world much more believable, as it makes the game worlds functionality resembles our own world.
  12. The signifier in this case is a trail of blood stains, both signifying that something dangerous is near, and the direction in which the player can go in order to confront whatever is dangerous. Which is a really immersive way of delivering information upon which the player can make a decision based on his own logical reasoning.
  13. Have only shown visual examples, but of course UI designers must make use of audio and haptics as well. If you want a few examples of this youre welcome to read the report. :)
  14. Have only shown visual examples, but of course UI designers must make use of audio and haptics as well. If you want a few examples of this youre welcome to read the report. :)
  15. SP vs MP example: BFBC SP competitive example: ME Story mode vs time trial/speedrun, added overlay counter (also interesting to point out the abstractness of ME DLC levels?) parallell: quake Decisionmaking and making up a play strategy are primary activities – maybe the most important - in heavily competitive games,
  16. A common argument for increased immersion is to remove the HUD elements, or non-diegetic elements as we call them, as they remind the player that the game is just a game and not an alternative reality. However, in games based heavily on competition against other players, non-diegetic elements are actually justified. This is a highly competitive multiplayer game. They help the player to make decisions and choices, which is crucial to the game experience; competing agains other human players.
  17. SP vs MP example: BFBC SP competitive example: ME Story mode vs time trial/speedrun, added overlay counter (also interesting to point out the abstractness of ME DLC levels?) parallell: quake Decisionmaking and making up a play strategy are primary activities – maybe the most important - in heavily competitive games,
  18. A common argument for increased immersion is to remove the HUD elements, or non-diegetic elements as we call them, as they remind the player that the game is just a game and not an alternative reality. However, in games based heavily on competition against other players, non-diegetic elements are actually justified. This is a highly competitive multiplayer game. They help the player to make decisions and choices, which is crucial to the game experience; competing agains other human players.
  19. Dead space UI would have been awkward in a historically accurate WWII game
  20. Amplifying the ”senses” of the avatar in some games might feel ok, like in ME, L4D (Arkham Asylum, Riddick, Wolverine etc), in which the player character has specialized training. Medieval vs sci-fi
  21. Have only shown visual examples, but of course UI designers must make use of audio and haptics as well. If you want a few examples of this youre welcome to read the report. :)
  22. Full-screen filtering, image distortion and overlay. Not rocket science: COD & Killzone examples. Also ME rays of light.
  23. Meta-perception: perceptually linking the player with the game. In this case representing the players internal perception regarding the level of health, represented by some sort of emulation of tunnel-vision or loss of blood.
  24. Another example of meta-perception using blood instead of the slightly abstract approach of dimming down the field of vision.
  25. Of course, meta-perception can be used to convey other information than about critical health and damage
  26. Leave traces behind the player to strengthen the player’s sense of direction
  27. Traces are not only used for backtracking