Game Development Reference
In-Depth Information
Shadow of the Colossus implements a diegetic representation of the com-
pass which tells the player where he should go. When the player needs to
know where to go next, he can make the game character raise his blade in
the sun and a light beam appears that shows the direction to take. Check the
following figure which represents a screenshot of the game:
Health is represented by a bar on the suit of the game character in Dead
Space or the stealth level represented as colored LEDs on the suit of Sam
Fisher (Splinter Cell) are other examples of this approach.
The good thing about diegetic representations is that they tell the player what
he needs to know without breaking the continuity of the gaming experience.
The bad thing is that, if not done properly, it can be very destructive to the
game flow and can annoy the players. In Grim Fandango, the inventory can
only be scrolled one item at a time. Though realistic, this option frustrates the
players and breaks their suspension of disbelief.
Non-diegetic : Opposite to the former definition, a non-diegetic component is
rendered outside of the game world and it is only available to the player, not
to his character. A non-diegetic component answers "no" to both questions; it
represents the approach used by most games which offer a full-optional HUD
to their players.
Call of duty : Modern warfare uses a typical non-diegetic HUD, which
perpetually displays several pieces of useful info to the player: the
weapon he is wielding and its cross-hair, the amount and types of
ammo and grenades available, a map and a compass for directions,
and the stance of the character, among the others.
The following figure is a screenshot from the game:
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