Difference between revisions of "HUD Interfaces"
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=== Interface Aspects === | === Interface Aspects === | ||
− | [[HUD Interfaces]] is an [[:Category:Interface Patterns|Interface Pattern]]. While [[HUD Interfaces]] make most diegetic sense in games with [[First-Person Views]], the use of the term here to signify any information in an overlay to the diegetic presentation of [[Game Worlds]] means that it can equally well be used in games with [[Third Person Views]] or [[Gods Views]] (as the examples from the | + | [[HUD Interfaces]] is an [[:Category:Interface Patterns|Interface Pattern]]. While [[HUD Interfaces]] make most diegetic sense in games with [[First-Person Views]], the use of the term here to signify any information in an overlay to the diegetic presentation of [[Game Worlds]] means that it can equally well be used in games with [[Third Person Views]] or [[Gods Views]] (as the examples from the [[Civilization (video game) series|Civiliation]], [[Elder Scrolls series|Elder Scrolls]], and [[Fallout series]] show). |
== Consequences == | == Consequences == |
Revision as of 09:37, 19 July 2016
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Head-up Display (HUD) interface
Note: this pattern describes a more generic design solution that a true HUD interface. It is more aligned to the Overlay part in Fagerholt & Lorentzon's conceptual view of visual UI conventions in FPS games[1].
Contents
Examples
Fallout series and Elder Scrolls series
Civilization (video game) series
Using the pattern
add Screen Splatter, Giantbomb
with Handles or Health
Can Instantiate
Can Modulate
Clues, Equipment Slots, ,
While many different types of information can be presented in HUD Interfaces, e.g. Health, Lives, and Neighbors, the creation of Crosshairs in a game instantiates a (at least minimal) HUD Interface by its very nature, and affects Aim & Shoot actions directly.
Controllers can optionally be used to change what is shown in HUD Interfaces if these are used in a game.
Diegetic Aspects
HUD Interfaces can maintain Diegetic Consistency if the game uses First Person Views and Avatars and it makes sense for players' Avatars to have these. This of course also requires that no Non-Diegetic Features are represented through the interfaces though.
Interface Aspects
HUD Interfaces is an Interface Pattern. While HUD Interfaces make most diegetic sense in games with First-Person Views, the use of the term here to signify any information in an overlay to the diegetic presentation of Game Worlds means that it can equally well be used in games with Third Person Views or Gods Views (as the examples from the Civiliation, Elder Scrolls, and Fallout series show).
Consequences
The use of HUD Interfaces provides a clear way of presenting Game State Indicators and Game State Overviews in games. When they don't break Diegetic Consistency they can also ensure Thematic Consistency.
As stated above, while HUD Interfaces can be diegetic in their presentation, they often introduce Non-Diegetic Features (e.g. Attributes) and thereby work against Diegetic Consistency.
Relations
Can Instantiate
Chat Channels, Clues, Game State Indicators, Game State Overviews Non-Diegetic Features, Thematic Consistency
with Handles or Health
Can Modulate
Aim & Shoot, Clues, Equipment Slots, First-Person Views, Health, Lives, Neighbors
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
History
New pattern created in this wiki.
References
- ↑ Fagerholt, E. & Lorentzon, M. 2009. Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games. MSc thesis in Interaction Design. Chalmers University of Technology.
Acknowledgements
-