Difference between revisions of "HUD Interfaces"
(→Relations) |
|||
Line 36: | Line 36: | ||
== Using the pattern == | == Using the pattern == | ||
add Screen Splatter, Giantbomb | add Screen Splatter, Giantbomb | ||
+ | |||
+ | ==== with [[Handles]] or [[Health]] ==== | ||
+ | [[Characters]] | ||
+ | |||
+ | === Can Instantiate === | ||
+ | [[Chat Channels]], | ||
+ | [[Clues]], | ||
+ | |||
+ | === Can Modulate === | ||
+ | [[Clues]], | ||
+ | [[Equipment Slots]], | ||
+ | [[First-Person Views]], | ||
+ | |||
+ | 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 Interfaces|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 === | === 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]]. | |
− | + | ||
== 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]]. | ||
+ | |||
+ | 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 == |
Revision as of 09:35, 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, First-Person Views,
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.
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
-