Difference between revisions of "HUD Interfaces"
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− | + | ''Information and access to game actions that are presented in computer games as if they were on a plane in front of the presentation of the game world.'' | |
− | ' | + | |
− | + | Computer games that have game worlds present these to players through user interfaces. However, often additional information is presented to players as on a plane right before the actual presentation of the game world. Such presentations of information and access to gameplay actions are called [[HUD Interfaces]]. | |
− | = | + | 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<ref name="fagerholt"/>. |
− | === | + | === Examples === |
− | + | True [[HUD Interfaces]] are used in games with first person views, e.g. the [[Battlefield series|Battlefield]], [[Doom series|Doom]], [[Half-Life series|Half-Life]], and [[Left 4 Dead series]]. However, the idea of overlaying information in a plane in front of a game world presentation exists also in computer-based [[:Category:Strategy Games|Strategy Games]] such as [[Civilization (video game) series|Civilization]] and [[Europa Universalis series]]. The [[Elder Scrolls series|Elder Scrolls]] and [[Fallout series]] shows how game series that first used third-person views and later first-person views can continuously make use of [[HUD Interfaces]]. | |
== Using the pattern == | == Using the pattern == | ||
− | + | While many different types of information can be presented in [[HUD Interfaces]], e.g. [[Chat Channels]], [[Clues]], [[Equipment Slots]], [[Health]], [[Lives]], and [[Neighbors]], the creation of [[Crosshairs]] in a game instantiates a (at least minimal) [[HUD Interfaces|HUD Interface]] by its very nature, and affects [[Aim & Shoot]] actions directly. While [[HUD Interfaces]] can serve as reminders of [[Clues]] accessible in other places, [[HUD Interfaces]] can also be the only source for them and can thereby both modulate and instantiate them. [[HUD Interfaces]] can also be used to simple actions, e.g. [[Naming]]. | |
+ | |||
+ | [[Controllers]] can optionally be used to change what is shown in [[HUD Interfaces]] if these are used in a game. | ||
+ | |||
+ | While [[Screen Splatter]] can be seen as its own plane which information is presented on, it is equally possible to view it as a way of modifying what is presented on [[HUD Interfaces]]. | ||
=== Diegetic Aspects === | === 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 === | === 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 [[God Views]] (as the examples from the [[Civilization (video game) series|Civilization]], [[Elder Scrolls series|Elder Scrolls]], and [[Fallout series]] show). | |
− | + | ||
== Consequences == | == 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]]. The presences of very minimalistic [[HUD Interfaces]], for example those only showing [[Handles]] or [[Health]], can be enough to make players aware that they are playing [[Characters]] in a game. | ||
+ | |||
+ | 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 == | == Relations == | ||
− | |||
=== Can Instantiate === | === Can Instantiate === | ||
− | - | + | [[Chat Channels]], |
+ | [[Clues]], | ||
+ | [[Game State Indicators]], | ||
+ | [[Game State Overviews]] | ||
+ | [[Non-Diegetic Features]], | ||
+ | [[Thematic Consistency]] | ||
− | ==== with | + | ==== with [[Handles]] or [[Health]] ==== |
+ | [[Characters]] | ||
=== Can Modulate === | === Can Modulate === | ||
− | - | + | [[Aim & Shoot]], |
+ | [[Clues]], | ||
+ | [[Equipment Slots]], | ||
+ | [[First-Person Views]], | ||
+ | [[Health]], | ||
+ | [[Lives]], | ||
+ | [[Naming]], | ||
+ | [[Neighbors]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | + | [[Crosshairs]] | |
=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | + | [[Controllers]], | |
+ | [[Screen Splatter]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
Line 50: | Line 66: | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | + | [[Diegetic Consistency]] | |
== History == | == History == | ||
Line 56: | Line 72: | ||
== References == | == References == | ||
− | - | + | <references> |
+ | <ref name="fagerholt">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.</ref> | ||
+ | </references> | ||
== Acknowledgements == | == Acknowledgements == | ||
- | - |
Latest revision as of 16:51, 23 July 2016
Information and access to game actions that are presented in computer games as if they were on a plane in front of the presentation of the game world.
Computer games that have game worlds present these to players through user interfaces. However, often additional information is presented to players as on a plane right before the actual presentation of the game world. Such presentations of information and access to gameplay actions are called HUD Interfaces.
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
True HUD Interfaces are used in games with first person views, e.g. the Battlefield, Doom, Half-Life, and Left 4 Dead series. However, the idea of overlaying information in a plane in front of a game world presentation exists also in computer-based Strategy Games such as Civilization and Europa Universalis series. The Elder Scrolls and Fallout series shows how game series that first used third-person views and later first-person views can continuously make use of HUD Interfaces.
Using the pattern
While many different types of information can be presented in HUD Interfaces, e.g. Chat Channels, Clues, Equipment Slots, 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. While HUD Interfaces can serve as reminders of Clues accessible in other places, HUD Interfaces can also be the only source for them and can thereby both modulate and instantiate them. HUD Interfaces can also be used to simple actions, e.g. Naming.
Controllers can optionally be used to change what is shown in HUD Interfaces if these are used in a game.
While Screen Splatter can be seen as its own plane which information is presented on, it is equally possible to view it as a way of modifying what is presented on HUD Interfaces.
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 God Views (as the examples from the Civilization, 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. The presences of very minimalistic HUD Interfaces, for example those only showing Handles or Health, can be enough to make players aware that they are playing Characters in a game.
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, Naming, 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
-