That's fine if bare-faced systemisation is part of the work's identity. Playing a game might require knowing what your pet's happiness score is or when you've levelled up, but score counters or XP meters signal that you're not occupying a real world, you're playing a video game. Developers frequently butt up against the problem of communicating the game state to the audience without shattering their suspension of disbelief. But there is a vain kind of UI that gets its kicks from being the centre of attention: diegetic UI. If the UI is doing its job, you frequently won't be conscious of it any more than you're conscious of the movement of your legs when peddling a bike or the motions of your pen when writing a letter. Note: The following article contains mild spoilers for Dead Space 1-3.įor a video game, a communicative graphical interface is essential, yet when a developer implements one, it often goes unnoticed. Markers I: A Deep Dive Into Dead Space's UI
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