The "Plane" Between Worlds: Diegesis In Games
There has been discussion lately regarding "diegetic" versus "non-diegetic" user interfaces, and in this entry I enter into the conversation with a response to Marcus Andrews' article entitled "Game UI Discoveries: What Players Want," asserting that immersion is sometimes but not always limited to a realistic connection between player and avatar.
As discussed in a previous post, exploring what motivates a player to participate in a game is essential to creating a satisfying experience; however, the interface through which the player translates themselves into the game and receives information is just as important a consideration. While a "good" user interface provides a user with an intuitive set of commands and necessary information, a poor one can easily leave a player frustrated, confused, or uninterested. Currently, one of the debates surrounding user interface design involves the concepts of "diegetic" and "non-diegetic" strategies and whether the player is more deeply immersed as a result of either.
Some argue that a diegetic approach causes greater immersion because the player interacts directly within the context of the game, while others claim that diegetic interfaces are unable to provide the necessary volume of information that the player needs without becoming overly cryptic. Although the weight of each argument depends on the given game, there are many examples of each which demonstrate both their advantages and disadvantages, and consistency is key. Additionally, this debate is expected to gain additional attention with upcoming technologies such as 3D and Natal which will change the way some games are perceived and played. Therefore, this week I have chosen to address Marcus Andrews' recent article entitled "Game UI Discoveries: What Players Want," found at Gamasutra. In it, he describes some of the terminology used in user interface design and examines some of the pros and cons of diegetic and non-diegetic interfaces by looking at a few specific examples of games which implement them, including "Dead Space" (pictured above) -- a prime example of diegesis. My response to Andrews' article can be found below as well as on the article itself.
"Game UI Discoveries: What Players Want"
Comment
As a newer game designer interested in current design trends and exploring today's challenges in the field, I was drawn to your article analyzing the benefits and drawbacks of diegetic user interfaces in specific games. I appreciate the range of genres which are covered by your examples, which goes a long way to highlight how one method may shine in a particular genre and be much less useful in another. I also agree that although diegetic interfaces can create a more direct connection between the player and the respective "organism," the multitude of player commands and abilities in some cases (such as many "massively multiplayer" online games) outnumbers what you refer to as "real estate" within the game world. This idea of the organism is compelling, and although the concept itself is always at the center of decisions regarding a game's user interface, it seems extremely useful to encapsulate it with this metaphor. Furthermore, the comparison of the organism to a human prosthesis is similar to the "mental model" described by Tracy Fullerton and Chris Swain as an extension of the player's perception of their role within a game in their book, Game Design Workshop. According to Fullerton and Swain, this mental model "can either help players to understand your game, or it can cause them to misunderstand it." In relation to the article, I interpret this claim to resemble the patient's understanding of a new prosthesis with preserved functionality versus one which sacrifices such functionality for "authenticity."
The article mentions during the "Far Cry 2" example that the combination of both diegetic and non-diegetic interface elements makes the game feel "conflicted." Do you think that this property holds true as a general rule? For example, would you come to the same conclusion for a game such as "Grand Theft Auto 4" which contains diegetic elements such as the cell phone and non-diegetic elements such as the world map? I certainly agree with your statement which says that a compromise between the two methods is greatest "if a diegetic interface is the goal from the beginning." I believe the same to be true for a non-diegetic interface. However, was this not the goal in "Far Cry 2?" I think one of the main issues of its interface may have been in the non-diegetic elements being "forced in" rather than the diegetic ones as a result of the games "lack of real estate." Perhaps it is also useful to explore this question on a grander scale for upcoming technological advances that are expected to be seen in games such as 3D viewing and Microsoft's Natal. I'm curious about your thoughts on how these technologies will affect both the usefulness and importance of diegesis in game user interfaces.


March 8, 2010 12:59 PM
Dear Michael,
Excellent response. The blog entry you decided to respond to was well chosen. Marcus Andrews clearly defines the necessary terminology in his article and provides a thorough analysis of four user interfaces. The focus on diegetic versus non-diegetic user interfaces is demonstrative of a shift towards more immersive gaming experiences. In your introductory paragraph you note the relevancy of this debate. You write, “Additionally, this debate is expected to gain additional attention with upcoming technologies such as 3D and Natal which will change the way some games are perceived and played.” I like how you reference outside technologies and sources in your response, creating credibility and a dialogue surrounding this discussion. Specifically, you mention the correlation between Andrews’ comparison of the organism to a human prosthesis and its parallel to the mental model as described by Tracy Fullerton and Chris Swain.
I appreciate the questions you pose Andrews in your latter paragraph; however, I believe your response could have been stronger and potentially yielded more interesting responses if you clearly articulated your point of view. For example, when you question the consistency of conflicted game play resulting from the combination of both diegetic and non-diegetic interface elements, you fail to fully present your argument. While you work to engage Andrews by referencing “Grand Theft Auto 4,” your question could be more effective if you had provided your viewpoint and rationale: “I do not believe the combination of both diegetic and non-diegetic interface elements consistently results in conflicted game play. When I analyzed ‘Grand Theft Auto 4’ I found that the incorporation of the diegetic cell phone worked to immerse me in the gaming experience, while the non-diegetic world map enhanced playability. Is it possible that a combination of interface elements can result in a well-designed and immersive gaming experience?” Posing a question in this manner would allow you to further engage Andrews in this debate, offering your opinion and providing him with more information to tailor an accurate and interesting response. Overall, it was a very interesting response and relevant article; I look forward to further entries.