beyond the hud - user interfaces for increased player immersion in fps games

57
Beyond the HUD User interfaces for player immersion in FPS games Magnus Lorentzon Erik Fagerholt Interaction Design Master’s Programme IT-Universitetet, Chalmers Tekniska Högskola

Upload: dice

Post on 21-Aug-2014

19.535 views

Category:

Entertainment & Humor


1 download

DESCRIPTION

Master thesis from Chalmers University of Technology done at DICE in 2009.Full thesis available on: http://publications.dice.se and http://publications.lib.chalmers.se/cpl/record/index.xsql?pubid=111921The concept of immersion has been adapted by game developers and game critics to describe a deep and positive game experience. While the definition of this concept varies, the user interface of the game is often said to affect the degree to which players can immerse themselves in a game experience. In cooperation with game developer DICE, this master thesis aims to investigate how the notion of immersion affects, and is affected by, the user interface (UI) of first-person shooter games, with the ultimate purpose of delivering user interface guidelines for increased immersion. By conducting a study of contemporary first-person shooter (FPS) games, the current state of user interfaces in FPS games is documented. With the addition of a subjective study of FPS games as well as games of other genres, a design space for UI designers is mapped out in order to provide a structure upon which the guidelines can be built. A literature study of various resources within the fields of ludology, cognitive science and media studies is conducted in order to gain increased understanding of what immersion is and its relation to the game experience. The knowledge acquired is used to formulate various hypotheses of how player immersion is connected to the user interfaces of FPS games. These hypotheses are evaluated by user studies and user tests. Looking at the results of the user tests and the literature study, a final definition of immersion is proposed, upon which the guidelines are based. The first guideline, Know Your Design Space, explains the user interface design space of FPS games and encourages UI designers to look at it as a set of tools. Know Your Game discusses how the competitive focus of the game and the game fiction affects the user interface from an immersion point of view. The guideline Establish Player Agency focuses on how the player can be transferred into the game world by acting within it as an agent rather than simply a player of the game. Finally, Strengthen the Player-Avatar Perceptual Link suggests how the user interface can link the player closer to his in-game character on a perceptual level.

TRANSCRIPT

Page 1: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Beyond the HUDUser interfaces for player immersion in FPS games

Magnus LorentzonErik FagerholtInteraction Design Master’s ProgrammeIT-Universitetet, Chalmers Tekniska Högskola

Page 2: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Beyond the HUDHow do we design interfaces for player immersion in FPS games?

1. Studied and player 20+ contemporary FPS’s

2. Studied innovative games in other genres

3. Interviews, focus-groups and play-testing

4. Extensive litterature study

Page 3: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

FPS games playedThe following titles were included in the preliminary game study

Hour of VictoryAmerica's Army: True SoldiersTurning PointLegendaryConflict: Denied OpsHazeClive Barker's JerichoBlackSite: Area 51TurokTimeShiftCall of JuarezMirror's EdgeThe Darkness  

F.E.A.R.2 Tom Clancy's GRAW 2Resistance 2Left 4 Dead BioshockKillzone 2

The following titles were included in play-testing

Halo 3CoD 4: Modern WarfareBattlefield: Bad CompanyFar Cry 2

Page 4: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

other games of relevans Other games played or studied during the thesis work as examples of innovative UI solutions

Jurassic Park: TrespasserPeter Jackson’s King KongCall of Chuthulu: Dark Corners of the WorldMetroid PrimeTom Clancy’s Splinter cell: ConvictionHeavy RainGTA 4Rockstar’s Table TennisDead SpaceResident Evil 5

  

Page 5: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Page 6: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

from this…

Page 7: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

… to this

“In a participatory medium, immersion implies learning to swim, to do things that the new environment makes possible." (Murray, 1996)

Page 8: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

The interactive illusion is an illusion in itself…

ludology

not

Page 9: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

what is immersion?

Page 10: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

what is immersion?

When the player accesses his real world perception, reasoning skills or emotions to play the game or voluntarily adopt the game world as a primary world, and reason from the character’s point of view rather than having to refer directly to the rules of the game in order to understand it

Page 11: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

guidelines

Page 12: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

guidelines

1. Know your design space

2. Know your game

3. Establish player agency

4. Strengthen the player-avatar perceptual link

Page 13: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

know your design space

Page 14: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

know your design space

Every UI element can be categorized based on two fundamental properties:

FICTION

SPATIALITY

Page 15: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Fictional map, non-fictional tutorial text

Page 16: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Spatial runner vision, non-spatial subtitles

Page 17: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

know your design space

Page 18: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

know your design space

Page 19: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Non-diegetic elements (non-spatial, non-fictional)

Page 20: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Meta-perception (non-spatial, non-fictional)

Page 21: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Meta-representation (non-spatial, fictional)

Page 22: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Geometric elements (spatial, non-fictional)

Page 23: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Diegetic elements (fictional, spatial)

Page 24: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Diegetic elements (fictional, spatial)

Page 25: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Signifiers (fictional, spatial)

Page 26: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Signifiers (fictional, spatial)

Page 27: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

know your design space

The user interface is not restricted to visual elements. Don’t forget to make use of…

… the auditory dimension

… the haptic dimension

Page 28: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

know your game

Page 29: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

know your game

Distinguish games of progression from games of competition

Single player vs multi player

Page 30: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Non-diegetic HUD elements, justified given that the nature of the game is highly competitive (Battlefield: Bad Company)

Page 31: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

know your game

Distinguish games of progression from games of competition

SP games can be highly competitive

Page 32: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

HUD elements added to the more competitive Time Trial mode of Mirror’s Edge

Page 33: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

know your game

The fiction of the game determines the possibilities of diegetic UI elements

Consequently, fiction provides opportunity to explain why certain information is available to both the player and the player character, bringing the player closer to the avatar that he or she controls.

Page 34: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

A glimpse of the highly diegetic UI of Dead Space

Page 35: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

know your game

The game fiction also determines what UI designers can get away with outside of the diegetic area…

… would Runner Vision feel right if Faith wasn’t a ”runner”?

Page 36: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

establishing player agency

Page 37: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

establishing player agency

Page 38: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Percieved Affordances

Page 39: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Signifiers

Page 40: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games
Page 41: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Material Constraints

Page 42: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Formal Constraints

Page 43: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

remember…

Exsisting affordances might need to be amplified

Non-existing ones might need to be supressed.

Page 44: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Amplification using signifiers

Page 45: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Supression AND Amplification

Page 46: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Demonstrated Affordances

Page 47: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

"Hey, Resident Evil 5, I'm well aware that I'm supposed to throw a grenade into the boss monster's mouth. I kind of got the message from the way grenades keep getting spawned… So that's what I've been trying to do for twenty minutes by actually equipping a grenade and throwing it at the boss monster's mouth… I had no idea you expected me to walk directly up to the boss monster's mouth, at which point I would be prompted to press a button to script equipping and tossing a grenade. Last I checked, a grenade was a ranged weapon."

breakdown…

- Tom Chick

Page 48: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

strengthen the player-avatar perceptual link

Page 49: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

strengthen the player-avatar perceptual link

Due to the fact that the player is only connected to the game world through graphics, audio and haptics, much of the way we act within the real world is lost when transferred into a game experience.

This must be compensated by the game UI!

Page 50: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

strengthen the player-avatar perceptual link

The most significant loss of perception is the broken perceptual link regarding the internal states of the player character

Meta-perception – a straight forward strategy towards linking the player closer to the senses of the player avatar

Page 51: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Meta-perception by simulating tunnel vision (Call of Duty 5)

Page 52: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Meta-perception using ”blood on camera lense” metaphor (Killzone 2)

Page 53: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Meta-perception to give an increased sense of speed (ME)

Page 54: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

strengthen the player-avatar perceptual link

It is also important to consider perceptually linking the player to the external game world

For example, use signifiers to leave environmental traces that strengthens the player’s sense of direction

Page 55: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Shoe smear marks in Mirror’s Edge, increasing sense of direction regarding explored environments

Page 56: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

Blood traces, strengthening the player’s sense of direction regarding unexplored environments (Dead Space)

Page 57: Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games

strengthen the player-avatar perceptual link

If non-fictional UI elements are used to guide the player, it is important to balance between providing the player with too much information and too little.

While players appreciated the increased sense of direction that Runner Vision provides in ME, they actually preferred discovering their own paths through the game environments, without using Runner Vision