Recently in class we've been discussing the role that user interface plays in games, and honestly it needs to get more recognition. In all of the games that I've played I've encountered many different kinds user interfaces, and even though I see them so much I rarely take the time to analyze how they've created my gameplay experience. For example, imagine a first-person shooter without an ammo indicator, it's instantly a completely different game, forcing the players to keep track of their ammo rather than just being a number in the display. User interface design choices such as this completely change the feel of a game, for that same example the game would instantly become a much more tactical and realistic experience, rather than a fun yet fantasized war simulation. Taking into account the information that could be provided to the player, alongside the information that the player's character could interact with, developers must make choices that have the power to make or break the user experience. Even some of the little details such as those of diegetic user interfaces in which the character sees what the player can see, create whole new levels of immersion. The inventory system from Fallout and the HUD from Halo being displayed on the Pip-Boy and in your helmet are probably the two most notable examples from games I've played that I've noticed and felt a little joy seeing the details developers put in games. Whenever I've thought about making a game I never thought so much detail could go into anything beyond the story or game world itself, though now with my new understanding of the effect that user interface can have on games I'll have to ensure any future games I make have a great one.
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AuthorMy name is Andrew Prichard and the this is my first digital arts class, I look forward to a good year with lots of hard work. Archives
May 2021
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Last updated 5/14/21
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