Friday, February 6, 2009

Charts: The Design Space and How it is Exploited Today

One possible charting of the UI design space of FPS games is to divide it into three dimensions: the information channels (how is the information conveyed?), the diegesis of the information conveyed (is the information diegetic or non-diegetic?), and the spatial quality of the information carrier (does the information representation exist in the game 3D space or not?). If this division is made, a four-field chart of each main information channel (visual, audio, haptic) can be produced. By putting examples (from the objective and subjective game study) into the charts, we can see how the design space is exploited by games today.

VISUAL INFORMATION


Game developers today mainly tend to use non-spatial visual information carriers (2D overlay elements, image filtering) to convey information. Spatial representations seem to be used to a far less extent; here, few conventions exist, hence exploration might reveal quite innovative ideas on how to information can be conveyed.

AUDITORY INFORMATION


As far as game audio is concerned, diegetic information represented in a non-spatial way seem to be the most exploited area (allthough there's probably still plenty of the area left to explore) when it comes information more sophisticated than mere auditorial feedback on explosions and weapon fire. Games such as Left 4 Dead (teammate dialogue, characteristic special infected sounds) shows that a lot of potential also reside outside of this area.

HAPTIC INFORMATION

Similar to the auditorial dimension, developers today tend to exploit controller rumble mainly in a diegetic non-spatial way. In most cases vibrations seem to be exclusively used for giving feedback on being hit by enemy fire and/or when the player use firearms. Looking at examples from other game genres, it's clear that there is a lot of unexplored space when it comes to the haptic dimension of the design space.

No comments:

Post a Comment