Game Development Reference
In-Depth Information
It's important to note that making the game experience feel more real and consistent
doesn't necessarily mean more realistic. Think of the lens flare effect in a racing
game. As the lens flare is an effect generated by light refracting on a lens, whenever
we are shown a lens flare in a game, the designer is telling us "this is just a game,
you are not really driving a car". On the other hand, we as entertainment consumers,
are so used to the representation of sports and events on TV, that whenever a game
features special effects, such as lens flare, we feel like we are witnessing the real
event through a TV camera, not just a game.
The diegesis theory provides us with a useful scheme to make a basic categorization
between different game interfaces, though, as any model, it could not perfectly apply
to any game we may experience. Definitions are useful, but more important is that
the interface that you are designing for your game fits its needs. The most important
thing for a game interface is that it serves the purpose of the game mechanics and
puts the player in the optimal conditions to fulfill the game goals. Never stick to a
model based on a prejudiced assumption or a style manifesto; instead, ask yourself
what is the look and feel you want for your game and what kind of involvement you
want for your players, then choose wisely the kind of interface that best adapts to
your assumptions.
If you want to examine this topic in more depth, we suggest the following articles
from Gamasutra:
http://www.gamasutra.com/view/feature/4286/
game_ui_discoveries_what_players_.php?print=1
http://www.gamasutra.com/view/feature/132475/
a_circular_wall_reformulating_the_.php?page=4
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