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.
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