Friday, January 30, 2009
Week Summary: 26/1-30/1
All three of these subjects gave unexpectedly positive results especially when it comes to understanding the concept of Diegesis. It seems as though insights gained from these different areas will blend together well and form a good framework for the rest of the thesis.
The game study is coming along fine, and we have, as of today, analyzed 12 games - and patterns are really starting to emerge when it comes to charting the design space.
McCloud on How Words and Pictures are Combined in Comics
According to McCloud, words and pictures are combined in the following ways:
Word specific combinations: "pictures illustrate, but don't significantly add to a largely complete text."
Picture specific combinations: "words do little more than add a soundtrack to a visually told sequence."
Duo-specific combinations: "both words and pictures send essentially the same message."
Additive combinations: "words amplify or elaborate on an image or vice versa."
Parallell combinations: "words and pictures seem to follow very different courses - without intersecting."
Montage: "words are treated as integral parts of the picture."
Interdependent combinations: "words and pictures go hand in hand to convey an idea that neither could convey on their alone."
This could be related to the notions of conflicting, redundant and complementary multi-sensory displays that Erik elaborated on in a previous post. I guess every single of the combinations above have their optimal uses for different purposes (immersive, narrative, etc.) - most interesting for us should be the interdependent interplay between information channels, to provide an experience as rich and immersive as possible for the player.
Wednesday, January 28, 2009
Ramblings: Symbol Interpretation
This is a system for dividing symbolic (textual) interpretations into three distinct iconic meanings (from "Beyond Role and Play"):
1. Imaginisation - the player fills in the information gaps using his/her own imagination.
2. Diagrammatisation - the symbol is interpreted systematically and logically (no information is added by imagining) .
3. Allegorisation - The obvious is ignored and the symbol is interpreted as a metaphor.
These categories are perhaps applicable to other types of symbolic communications (other than textual) and might be of some help.
Article: Games as Playground and Space
http://portal.acm.org/citation.cfm?id=1234341.1234353&coll=Portal&dl=GUIDE&CFID=19883058&CFTOKEN=75684218
Digesis by Communication
"... every player's diegesis is different by definition (since it is constructed in the players mind). In the best possible situation the diegeses are equifinal. Two interpretations are equifinal when they are similar enough to cause indistinguishable consequences. Equifinality is easiest to achieve if all players have a good understanding of the genre, style and world of the game "
The opposite of equifinality is called arbitration - this occurs in all forms of communication when people have different interpretations of the meaning of symbols (language).
The authors go on saying that: "...it can be said that the more the diegeses are constructed through icons and indices the more (life)-like a game is."
To use an example from Mirror's Edge, let's look at Runners Vison (an object colored red in the environment) and how it can be interpreted by players' diegetically in at least 3 different ways:
Indexical interpretation: Faith actually sees some objects as red (allthough they are not), due to some special mental state or through some exotic technology.
Symbolic interpretation: Faith picks out important objects in the environment through her own perception and the red color is just an arbitrary way of showing this.
(Iconic interpretation: Someone has actually been nice enough to paint stuff red to help Faith.)
After discussing indexical vs symbolic interpretations of signs the authors state that:
"The more a game is based on indices, the less chance there is for misinterpretations, and the less need for non-diegetic communication."
However, the authors identifies at leas two mayor problems with a fully indexical game world.
1. The player need to have an extended knowledge of objects in the game world, its back story and so on, in order to fully interpret indexical symbols.
Example: In an FPS with no HUD a player has to know that an assault rifle holds 30 bullets and a revolver holds 6 in order to best time his/her reloads.
2. Every player will still have a unique interpretation of each symbol, and the designer can never guarantee that all player make the right (or even the same) interpretation.
-I found this way of using semiotic concepts to describe game world symbols very interesting and useful to us.
Tuesday, January 27, 2009
Game Audio Connected to Diegesis
The Interface category expresses the activity in the non-diegetic part of the game environment. In many games of today this is sound that is synced with activity in the HUD, either as a response to player activity or as a response to game activity.
The Effect category expresses the activity in the diegetic part of the game. Sound is often synced to events in the game world, either triggered by the player or by the game itself. However, activity in the diegetic part of the game can also include sound streams, such as the sound of a continuously burning fire.
The Zone category expresses the setting (for example the geographical or topological setting) of the diegetic part of the game environment. In many games of today, Zone is often designed in such a way (using real time adaptation) that it reflects the consequences of game play on a game's world.
The Affect category expresses the setting (for example the emotional, social and/or cultural setting) of the non-diegetic part of the game environment. Affect is often designed in such a way (using real time adaptation) that it reflects the emotional status of the game or that it anticipates upcoming events in the game.As the notion of diegesis feels more and more relevant for the project, this article could serve as a good base for argumentation and inspiration.
http://www.gamasutra.com/view/feature/3509/ieza_a_framework_for_game_audio.php?print=1
Ramblings: Media tracks - Games vs Film.
1. Moving images
2. Dialogue
3. Noise (environmental sounds)
4. Music
5. Text
All these tracks are shared with Games as a medium. However, games have at least 3 more tracks at its disposal, that I can think of:
6. Responsive behavior (the game world responds to your actions and you are forced to respond in return),
7. Haptic feedback (Rumble)
8. Non-diegetic elements (the HUD and menus).
This might be something worth looking further into IMO....
HUD Elements Classification

Static HUD elements are always visible and have a fixed placement on the screen. Here, elements such as meters indicating health level, digits indicating ammo, cross hairs and stance indicators (standing/crouching) can be found.
Pop-in-out HUD elements, in lack of a better term, have a fixed placement as well, but are only visible when considered relevant. Usually, this seem to include concrete information indicating a possible action ("Pick up weapon", "Press X to ..." etc). However, some games such as The Darkness and Legendary uses this to pursue a HUD that is transparent during non-hostile game sequences, by fading out the health meter and ammo digits whenever the player is not involved in combat.
Dynamic HUD elements are only visible when considered relevant, and don't have a fixed on-screen placement. These elements seems to typically convey location-bound information, such as angular direction indication of attack, direction indication to teammates, points of interest, etc.
No examples of constantly visible non-fixed HUD elements have been found so far, perhaps not very surprising considering the usability aspect of GUI elements constantly changing position.
Ramblings: Film language terminology
In Film:
The Perceptual Level - This level consists purely of shapes, colors, textures and movement.
The Diegetic Level - Everything narratively denoted - Characters, objects, time, space, actions and events occurring in the "film world".
The Connotative Level - involves all the ‘symbolisms’ and metaphorical, analogical, and associative meanings that attach themselves to events and objects (or to relationships between
objects) outside of films, i.e., in culture.
The Subtext Level - involves hidden and suppressed meanings of symbols and
signifiers, framed by one of the “great narrative structures that obtain outside of films”. For example, the use of Freudian symbolism or the hero symbolizing a messiah (as in the Matrix) .
The Cinematic Level - accounts for the use of formal film/video techniques to produce particular artistic/formal/expressive results. For example, the use of a "wavy lines transition" to symbolize a character remembering a previous event.
In Semantics/Language
Five general ways of producing meaning, when using language:
We tell people how things are (Assertives)
We try to get them to do things (Directives)
We commit ourselves to doing things (Commissives)
We express our feelings and attitudes (Expressives)
We bring about changes in the world through our utterances (Declarations)
- I don't know if this is of much use, but I found, at least the film part, quite useful. Interesting to note is that films, in most parts, only work with assertiveness and rarely employ any of the other meaning conveyors - But that games do.
Book on film language
The UI Design Space - Initial thoughts

The visual non-diegetic dimension of the UI design space seems to be highly exploited by FPS games in general; traditional HUD-elements layered on top of the game in various forms, menus used for different purposes. Blur filters, red glow when the player is damaged and fading the screen when dying seem to fall into a 'grey area' - is it always what the player character really experience? The visual diegetic dimension is less exploited - a few games use diegetic information elements, mostly in the form of highlighting interactive objects. Environmental effects seem to be rare. Possibly, this will change as more games are studied.
In the auditory dimension, diegetic UI elements mainly seem to exist in the form of heart beats and pulsating sounds to indicate a critical health level. Non-diegetic audio used to convey information mostly exists in the form of dynamic music indicating battle, used by a few of the games studied so far.
Controller rumble is more or less exclusively used in a diegetic way; vibrations when a weapon is fired, when taking damage, etc.
In the search for unconventional, innovative ways to get rid of traditional, immersion-breaking HUD elements, there seems to be a lot of unexplored ground in the diegetic visual dimension as expected, as well as both the diegetic and non-diegetic haptic and auditory dimensions.
Monday, January 26, 2009
Cinematography
Still have not heard back from him though...... Perhaps he is occupied with the ongoing film festival.
Friday, January 23, 2009
Week Summary: 19/1 - 23/1
Our literature study so far has helped us expand our terminology, and we've found quite a few really interesting articles (see previous posts!) related to the objective of our thesis.
The objective game study has been started; so far we've analyzed The Darkness, Clive Barker's Jericho and Hour of Victory. We can already see that the results of this study will ease the mapping of the different information channels used by games today.
As for the study of other art forms, Erik have ordered "Understanding Comics" by Scott McCloud which will most likely serve as a superb source of inspiration. We are still looking for literature on how information is conveyed in movies.
The Auditory Dimension, Part II
http://www.gamasutra.com/view/feature/3493/playing_by_ear_using_audio_to_.php
The Auditory Dimension of Games
When it comes to the auditory dimension of interfaces, conventions seem to exist only to a very small extent. In order to explore the possibilities of using audio as a carrier of information, I think that this sonic triangular vocabulary - and its comparability with McClouds visual counterpart - might be useful. The link to the article follows below.
http://portal.acm.org/citation.cfm?id=1067343.1067361&coll=Portal&dl=GUIDE&CFID=18462546&CFTOKEN=50433615
Ramblings: Multi sensory displays.
1. Conflicting: The information that reaches the player through the different channels is confusing to the player.
Example: The player see a muzzle flash from his gun, but at the same time the the gun makes a clicking noise indicating that it has run out of ammo - What conclusion shall the player make in this case?
2. Redundant: Two separate information channels give the same information, increasing player confidence, performance and immersion.
Example: When firing his gun the player see a muzzle flash, hears a bang and feels the controller vibrate.
3. Complementary: The different information channels give complementary information - Resulting in a richer experience.
Real world example: By touching an object in the real world you will get a lot of information that complement your visual perception of the object - Such as surface texture, temperature, weight and so on.
I think we should focus on how to provide complementary MS feedback to players and not just redundant feedback (as is often the case with games).
Ramblings: Diegesis in Movies and Games.
Therefor games and movies share many non-diegetic elements that do not, to any real extent, brakes immersion or engrossment. These elements would be things like the musical score - while being a strictly non-diegetic element, a musical score often adds to immersion and engrossment rather than diminishing it. The same might be said of sub-titles - giving important information to the viewer/player that adds to his understanding and appreciation of the experience.
However - consider someone hitting the menu button on the DVD remote during a crucial scene in a movie, or a player opening an inventory screen during an epic fight with a monster. These are non-diegetic elements that really breaks the immersion for us.
I believe that in the thesis we should really look at the differences between the non-diegetic instances that breake immersion and the ones that does not. And also to consider the usability aspect of diegetic and non-diegetic HUD solutions. Navigating in Mirror’s Edge without the little cross-hair dot would probably be a lot harder, although the dot itself is a non-diegetic object.
Thursday, January 22, 2009
Article on Rumble
http://www.gamasutra.com/view/feature/3652/persuasive_games_texture.php
Objective Game Study: The List
37-43: Hour of Victory [37]
44-49: Legendary [49]
50-55: Conflict: Denied Ops [52]
56-61: (Alone in the Dark [58])
62-67: Clive Barker's Jericho [63]
68-73: Call of Juarez [71]
74-79: Mirror's Edge [79]
80-85: The Darkness [82]
86-91: Left 4 Dead [90]
92-96: Bioshock [96]
Diegesis
Simply put most sound effects that you hear in a game would be considered diegetic - since the sounds would be perceived by any game character as well as the player (i.e exists inside the game world). Most game music however would be considered non-diegetic since it exists external to the game world, and would not be audible for a character in the game.
Most classic hud elements and almost all menus are therefor to be considered non-diegetic elements.
Engagement - Engrossment - Total Immersion
The following article is based on a user study of gamers, in which immersion is mentioned as a three point scale where the lowest level is 'engagement', followed by 'engrossment', and the highest level is 'total immersion'.
http://portal.acm.org/citation.cfm?id=985921.986048&coll=Portal&dl=GUIDE&CFID=19056125&CFTOKEN=32395460
Wednesday, January 21, 2009
Work Progress
Also, today, I placed an order for the book Understanding Comics (McCloud), this book will hopefully spark some new ideas about how information can be conveyed through a medium more limited than games are.
- Erik out
Tuesday, January 20, 2009
Article: Flow in Video Games
http://portal.acm.org/citation.cfm?id=1371216.1371223&coll=Portal&dl=GUIDE&CFID=18428489&CFTOKEN=57378857
Friday, January 16, 2009
Article: Invisible Walls
http://gamecareerguide.com/features/593/invisible_.php?page=1
Way finding in games
http://portal.acm.org/citation.cfm?id=1367956.1367962&coll=GUIDE&dl=ACM&CFID=18398977&CFTOKEN=12539952
Time in games
http://portal.acm.org/citation.cfm?id=1231894.1231902&coll=GUIDE&dl=ACM&CFID=18398977&CFTOKEN=12539952
Problems with embodiment
http://portal.acm.org/citation.cfm?id=1234341.1234359&coll=GUIDE&dl=ACM&CFID=18398977&CFTOKEN=12539952
Multi-sensory game interfaces
http://portal.acm.org/citation.cfm?id=1378337.1378341&coll=GUIDE&dl=ACM&CFID=18398977&CFTOKEN=12539952
It seems very relevant to us since it deals with immersion and player performance in Quake 3 Arena comparing different combinations of multi sensory game feedback.
Thursday, January 15, 2009
How FPS gamers experience the game situation
http://portal.acm.org/citation.cfm?id=1146816.1146827&coll=GUIDE&dl=ACM&CFID=18398977&CFTOKEN=12539952
Peripheral information - Weiser's article
http://www.johnseelybrown.com/calmtech.pdf
Signifiers and Affordance
This idea of "unintentional" signifiers is something that might be very usefull in a HUDless game environment and something I think should be emazised in our thesis.
More interesting articles
This one is about interactions in the game FABLE
This one is about something called Play-Centric-Design
Wednesday, January 14, 2009
Master's Thesis: Game Environments as Psycho-Symbolic Allegory
http://www.gamecareerguide.com/thesis/masinter.pdf
Book list
1. "Understanding Comix" by Scott McCloud
2. "Flow: The Psychology of Optimal Experience” and/or "Beyond Boredom and Anxiety" by Mihaly Csikszentmihalyi
3. “The Design of Everyday Things” by Norman
Upcoming HUD-free game: Afro Samurai
http://www.eurogamer.net/articles/afro-samurai-hands-on
Gamasutra article: Off With Their HUDs!
http://www.gamasutra.com/view/feature/2538/off_with_their_huds_rethinking_.php
Interesting articles
http://portal.acm.org/citation.cfm?doid=1409040.1409042
http://portal.acm.org/citation.cfm?id=1409040.1409044&coll=GUIDE&dl=GUIDE&idx=J373&part=magazine&WantType=Magazines&title=interactions&CFID=18265550&CFTOKEN=59223937
List of HUDless games
http://www.mobygames.com/game-group/hudless-games/offset,0/so,1d/
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Stay tuned!