Good UI should be legible first, and stylized second.
@callmeeuan83725 жыл бұрын
Extra Credits escape from tarkov has a very good immersive way to check ammo, pull out the mag and looks the bullets
@leoparathesweekgeeky72445 жыл бұрын
This is fair, though I remember very vividly when I first played Fallout 4 how the Pipboy3000 became the menu and how Power Armor changed the UI. This stylish design showcase a long standing tradition of this series of the advanced technology of the age. So, I think UI should also incorporate the world you are in, to help in framing the theme for the players.
@alek79985 жыл бұрын
@@callmeeuan8372 Just like Red orchestra
@GreatGeneralZar5 жыл бұрын
I wholly agree with legibility first. the more legible, and easily assessed your UI the less time you need to spend in it. Plus true imersiveness is letting the player suspend their disbelief. Yatzee of zero punctuation says it best I'm going to quote this the best I can from memory "immersive is when you finish playing 8 hours of thief two and go outside and immediatly try to check you visibility meter" . Even with an in your face UI you can be super immersive.
@thegreatjay12455 жыл бұрын
Talk about tower defense games like tiny defense and plants vs zombies and why people love them.
@DetectiveThursday5 жыл бұрын
To be fair Fallout's use of Diegetic UI goes all the way back to the first game in 1997
@beliynikita14335 жыл бұрын
System Shock arguably used it back 94
@torperator15554 жыл бұрын
And the Pip-Boy was always wrist mounted!
@darthtace5 жыл бұрын
I've always rationalized non-diagetic UIs as a kind of window into my character's head. Of course my character knows how injured they are, how much mana or ammo they have left, and even things like where off-screen bullets are coming from and what items in their environment would be useful. For any experienced character, those sorts of things would be intuitive, and granting me that knowledge helps me understand what my character would be thinking in those moments, in addition to granting me more of their non-explicit abilities. Maybe that's just me though.
@FlackNCoke5 жыл бұрын
Same! It's why I don't mind the little indicators over enemies in the Batman Arkham games or Spider-Man PS4 telling me when I can counter or dodge. Both of those characters would instinctively know these things but I, a mere mortal, do not, so giving me the extra boost helps put me in their shoes better. Ditto for things like Detective Mode.
@Just_A_Dude5 жыл бұрын
Exactly how I feel. The UI elements and other things make up for you nod being there in the game, and not having the instincts and training of the character.
@jamrenzee5 жыл бұрын
Yeah. Like how 3rd person shooters are better for me than first person because I generally look all over the place and not just in the direction I'm going so third person games better represent the access to info id have than the first person perspective really allows for, outside of vr of course . That's where shooting really shines for me
@donbionicle5 жыл бұрын
Oooh, now there's a fun idea. The game's automatic UI for indicators like that starts off bare bones and lacking, but gets progressively more detailed as the story goes on. You can tell what's going on better as the character does!
@Dragonoid2695 жыл бұрын
@@donbionicle Wouldn't that be opposite to the players need for said indicators though? Those indicators of when to dodge/counter/etc are the most useful when just starting the game or when meeting new enemies with different patterns. Whilst once you're near the end you might already have a good idea when to do those things without needing the visual indicators as much. Perhaps a better way of playing with this idea would be the reverse, where we would slowly reduce the ammount of indicators due to your character losing their innate abilities / memeries over the course of the game.
@RyanKing005 жыл бұрын
I feel like the HUD and UI in halo, is actually pretty good, and blends perfectly with the narrative. Especially since the ammo counter, targeting reticle, and shield bar are all being displayed on the helmet of Chief's Mjlnoir armor! Ammo counter and targeting reticles are also standard for marine and army trooper helmets, being linked to a computer in the helmet.
@tnecniw5 жыл бұрын
Same with Doom.
@clydemarshall80955 жыл бұрын
Halo does a lot of things really really well. HUD, encounter design, level design, pacing, narrative and gameplay blend. The original trilogy had their issues, but they were masterpieces.
@AdmiralTails5 жыл бұрын
I feel like you can't really bring up this kind of stuff without mentioning Metroid Prime, which took this a step further by adding in the opaque elements of the helmet, which even held some parts of the UI, among other effects to really give the impression that the HUD was all part of the helmet.
@christopherverhoef91125 жыл бұрын
Then there's the bit in the last level of Halo: Reach where your helmet gets cracked and knocks out some of the HUD. There's no better way to say, "You're screwed."
@ripster75 жыл бұрын
@@christopherverhoef9112 oh lawd, my friends and I spent so many sleepovers trying to survive longer than each other
@foxstele5 жыл бұрын
I have to admit it would be fun to have a NPC wrestling with his exclamation mark or enemies angry that your "press x to duck" window is obscuring their view.
@R4V3-0N5 жыл бұрын
Or having your character turn around to wipe the blood of the hovering camera behind them after they start regenerating health or something. Sounds like something straight from Deadpool.
@samuelmendoza93565 жыл бұрын
@@R4V3-0N i would be surprised if the future devs are not writing this down on their notes.
@axelpatrickb.pingol32285 жыл бұрын
I nelieve some PC games touched upon that and treated the game being a "game" as both a mechanic and a narrative device...
@ocirMZ5 жыл бұрын
Try Magicka, there's an npc complaining about her exclamation mark
@datbootlegger5 жыл бұрын
I'll just... Write that down
@gniludio5 жыл бұрын
There is also the possibility to hide UI in art style. Like colors for weapon rarity, mimics, etc.
@Asheriancommand5 жыл бұрын
that takes so much practice and very few UX and UI Designers are that capable to have both a good artistic and design collaboration between their team to successfully deploy a good UI system that has a notable art style that isn't distracting or at ends with the game itself.
@aka55 жыл бұрын
@@Asheriancommand thank God you put a full stop at the end; that's where your comment really needed it
@fernandobanda57345 жыл бұрын
@@aka5 Thanks for responding with meaningless sarcasm. That's *what* this thread really needed.
@henrikmunkmadsen31905 жыл бұрын
@@fernandobanda5734 & Akașșș Why so salty? 🤔
@henrikmunkmadsen31905 жыл бұрын
That's really a different angle from what was described in the video, though. Like you can use all sorts of things to convey information, like words, shapes, colours, hover-effects, whatever, it just makes the ui more information dense.
@Rehteal5 жыл бұрын
Now I want to get some signs that say "Press Ctrl to get into cover" or "Press SPACE to vault over walls" and glue them to random walls and fences (Not private property of course). Call it street art.
@IIIDemon5 жыл бұрын
come to magfest with that. i think we need it.
@sjonnieplayfull58595 жыл бұрын
When its not private property, its public property. I suggest Duck tape.
@RAFMnBgaming5 жыл бұрын
@@sjonnieplayfull5859 Woo-ooo!
@volrag5 жыл бұрын
If you did that, you would of course have to start with signs that say "Press F to pay respects" once you had covered every available surface with the other signs.
@nbtwall72875 жыл бұрын
A good example of diegetic UI would be Metro for me. The watch shows your filter minutes and how much light you're in. Some guns also have mags that let you see how many bullets you have left visually
@Azraeltheangelofdeath5 жыл бұрын
Yeah I always liked how it like far cry 2 UI where you health and ammo counter are there, but they disappear after a while, so its not always on your screen
@Byefriendo5 жыл бұрын
Also in exodus the radiation counter watch. It also does have the cool on screen prompt of green flickering too tho
@AlechiaTheWitch3 жыл бұрын
Nerf gun
@Ghiaman13345 жыл бұрын
"Press X to Zoey" *mashes X*
@legendarytat82785 жыл бұрын
X
@roguebanshee5 жыл бұрын
Are you sure you're using the right controller, you may want to try the one for the "other" console.
@TenyoS5 жыл бұрын
X
@999Plasma5 жыл бұрын
I've never mashed so much since i've been allowed to button mash on Morgana's head
@Vote4Drizzt5 жыл бұрын
X
@pettersonystrawman92915 жыл бұрын
Idea for an episode topic: Transparent vs Non-transparent mechanics. E.G. Lague of legends is transparent (shows exact numbers of HP and exact amount of DMG an ability does, the ratio by which it scales with ability power etc.) and Dark Souls is leaning more heavily on the non-transparent side (often representing information without exact numbers, lot of things simply described in words as high and low, instead of actual number etc.)
@abudgie69095 жыл бұрын
CS:GO is a good example of non-transparency, since it doesn’t give you hit markers. Makes the information game more interesting.
@sonictimm5 жыл бұрын
AOE 2 came out 20 years ago, and there are still non-transparent discoveries being made about that game, often involving underexplained mechanics or unusual combinations of different mechanics. Like League, it's got a competitive multiplayer scene, but unlike League, it's not constantly changing, so it's more surprising that there are new discoveries being made.
@RAFMnBgaming5 жыл бұрын
Non-Transparent? How about Opaque Mechanics? That sounds pretty shnazzy.
@Tioko5 жыл бұрын
I wonder if Nier Automata UI is considered diagenic or not. I mean, we *are* playing a robot... And the menu we as the player see is literally what the character sees.
@KnakuanaRka5 жыл бұрын
Yeah, thats’s a fantastic example of diegetic interface done right. I remember one of Design Doc’s “Good Design, Bad Design” videos talked about it, contrasting to Fable 3’s poorly handled attempt at such an interface with its menu and skill tree.
@henke375 жыл бұрын
Some weird meta/diegetic hybrid I think.
@trainathan5 жыл бұрын
I'd definitely say so. While there are issues with that, like it all being see from the third person and not first, there are 'status effects' that damage your ability to see your health bar and such. On top of that, if you manage to hack A2 during the final fight in the game, you have 9S actively 'hacking' into her pause screen, which is a real trip.
@Jandalph5 жыл бұрын
Also you can uninstall UI elements to make room for more combat upgrades. Nier: Automata ist as meta as it gets.
@Starfloofle5 жыл бұрын
@@trainathan yo wait what? That's actually super cool, I need to try that if I ever play the game again
@syber-space5 жыл бұрын
I absolutely love Astroneer's inventory and language approach. The inventory is visible on the player but floats up to the camera when opened. All the in-game chemicals and resources have a sound, symbol, and a name if hovered over. This allows the player to get more info, but keeps the in-game world simple and accessible.
@sethlangston1815 жыл бұрын
I think it's pretty funny in MGS games when Snake's support make him aware of the UI.
@Kapin055 жыл бұрын
The Half-Life games, and other sci-fi games like Metroid Prime, have a cool way of explaining their HUDs - suits. In Half-Life, you wear the HEV suit, which is a handy explanation for your strength, HUD and amount of weaponry.
@paurepiccheeseman5 жыл бұрын
I’ve always found that those simple diegetic HUDs work better than any other BS people try and come up with - like, google glass is a thing, there’s no reason your future super science soldier shouldn’t be able to use something similar
@davescott76805 жыл бұрын
@@paurepiccheeseman Hololens is a thing too, no reason why it can't lay the UI within the world too. :)
@tbthegr815 жыл бұрын
Except that Gordon wears his HEV suit without it's helmet (That can bee seen on dead bodies of other scientists) so unless he has the HUD integrated into his glasses it doesn't make sense.
@mdumasyou5 жыл бұрын
One of the things I liked about Prime is it went the extra distance to reinforce the Diegetic elements, you are are seeing what Samus is seeing (the screen on her visor). Liquid splatters wouldn't just fade, the suit had to activate a function that cleans them, and bright flashes would cause a mirror effect where you could see Samus' face reflected against the inside of the glass for a second.
@gniludio5 жыл бұрын
Having a SciFi-Suit is the easiest way to explain the HUD/UI. And it's the worst...
@fillershmazman30305 жыл бұрын
At the end of the video all this UI started to remind of MMORPG's UIs
@jondoe59375 жыл бұрын
That's one of my peeves about MMORPGs, especially ones which have the trend of "login spam." The barrage of popups in the vein of "You missed this/You logged in and got this/This is on sale/Buy this/This is what's happening" either makes me tune it out or want to log back out.
@BlueSparxLPs5 жыл бұрын
MMO UIs and HUDs can definitely be the worst. There's plenty of games that I was turned away from very quickly just because of the excessive (and growing) clutter as you progress.
@TheSunriseAnimation5 жыл бұрын
eve online all the way at the front!
@GeekInBelgium5 жыл бұрын
And then, you get FFXIV, highly customizable UI, clearly shown options if you want reminders when logging in or not. And constantly evolving on feedback. That's also a benefit of paying a sub for a MMO.
@manaeth5 жыл бұрын
ehm no. mmos has usualy the best uis, since, if you dont know, can be HEAVILY customizable in many especialy more old school mmos. like you can COMPLETELY hange it looks, size certain elements, add/remove some features etc.
@CPPpotkustartti5 жыл бұрын
Only game, as i remember, i played that hid UI was Trespasser (Jurassic Park) game, where your Health was shown as Tattoo on characters breast as Heart, so you had to look down to know how much health you had (3 hits could kill you and you regained health slowly) and ammo situation was only told when character either picked gun or when you shot with said gun. "Feels full." "Three shots." "Around eight." "Last shot."
@ryko99755 жыл бұрын
Ive always thought the phones in GTA 4 & 5 did a good job. fast, clean, and also a nice mix between diegetic and UI. of course its not like gameplay in GTA games are super complex
@michaelramon24112 жыл бұрын
Ghost Recon Future Soldier probably overdid it with its system of having everything be in-universe AR holograms that the characters see (do these elite special forces REALLY need a big sign in the air reminding them what country they are in?), but it contributed to the game's greatest level, where enemy technicians are slowly jamming the character's systems. For much of the level you just get random glitches (including staticky text and enemy alerts that aren't actually there), which adds well to the level's tension. Then, at the climax, the system goes down completely as the protagonists encounter a massive ambush, and the player has to fight at a serious disadvantage as their UI is gone, which gives a good sense of the desperation the characters are feeling.
@BlaxeFrost-X5 жыл бұрын
I have a bug report: When the message "Press X to Zoey" appeared, i pressed X in my keyboard and it didn't do a thing...
@charlesbernier9905 жыл бұрын
TIIIIIIIMMMMMMMMMMMMM!
@OtakuNoShitpost5 жыл бұрын
That's because Zoey is lazy and doesn't do anything. So it zoey'd, but that means not doing anything
@benjaminholt3315 жыл бұрын
Try changing your key bindings and see if that works. If not, maybe blow into the cartridge.
@AuxenceF5 жыл бұрын
alt + f4 to launch a diagnosis
@RAFMnBgaming5 жыл бұрын
Huh. Swear that did something to youtube.
@ArmorFrogEntertainment5 жыл бұрын
2:11 I was under the impression that basically all of Halo's HUD was diegetic and being projected onto the inside of the character's visor.
@Ziziwai6 ай бұрын
The video glitched and paused during the meta UI explanation when it zoomed out to show the TV, and I just thought it was a whole meta joke and just sat there, staring, until I realized
@Roboyoshi155 жыл бұрын
So we're not even gonna mention Metroid Prime? That game had a great UI that made you feel cool.
@RaspK5 жыл бұрын
Fun fact for those interested in the linguistics behind the words in use: "diegetic" means something akin to "narrative" (adj.), from Ancient Greek διήγησις, which means "narrative (n.)/narration" from its literal breakdown "guiding through" (διά + άγειν); and the word is used to refer to any narrative device which is part of the narrative's setting itself. The example I commonly use to explain this is when all music played during a movie is actually produced by somebody playing said music (e.g. by playing an instrument or a record on a playback device or by singing). I am glad the video used it as well, because it's very easy to imagine. This is contrasted to "exegetic" elements, which are part of the narrative from the narrator's, or even the audience's, perspective, rather than the setting in itself; the root here is the related word εξήγησις, which means "explanation" from its literal breakdown "guiding out of" (εξ + άγειν).
@Gabriel-doodle Жыл бұрын
A game that I believe has the most creative diegetic UI is Puppeteer! The reason why I know it is because it is shown as a theatrical performance. There is a narrator throughout the game like a father telling a story. Enemies are shown to run pass you when first introduced. There is even an audience that laugh, scream, and cheer while you play! The stage even has a lot of character. At one point, they needed to go from the player, to the big bad talking with the boss of the first act, and back. They could have very well did it the simplest way. However, what they did is that the player is there for the whole duration, but they showed their conversation by having the room the villain is in fall as he rages, comedically crushing the player a little bit in the process. What I’m trying to saying is that they had the UI be just a play with a stage. That way, the UI will always be diegetic, no matter what they do.
@justintack52055 жыл бұрын
My favorite implementation of diagetic UI was in Dead Space. It was useful and believable without being distracting.
@flyingsquirrel11353 жыл бұрын
I will say that the Pip-Boy is my favorite UI, lore immersive, easy to navigate, and useful in SO MANY ways.
@RingtailCafe5 жыл бұрын
I always thought Borderlands did a clever job of hanging a lantern on this; your character is given a literal HUD by one of the characters as the first thing that happens in game.
@_-KR-_5 жыл бұрын
I think Metroid Prime should be the .. uh... prime example of diagetic UI done right. Borderlands sits on the border between clunky and immersive.
@RAFMnBgaming5 жыл бұрын
Have a pun cookie son.
@larutmrs33134 жыл бұрын
I see whachudid there
@funkkyno8058 Жыл бұрын
Not really an elitist when it comes to these things, but i personally prefer Diegetic UI, it's simple to digest (for me at least), I don't have to worrying about averting my gaze away from my crosshair, and in addition expands peripheral vision for that minimalist/scenic view. Some of my personally favourites are auditory UI, like not relying on subtitles (as you would in real life), having the pitch of your gun shift as you empty your mag (instead of an ammo counter), and having your character internal monologue things out loud, in order to hint the player, as well as provide status to your teammates.
@Lightning-21535 жыл бұрын
I remember some of the Ratchet and Clank games showed enemy health by how much armor was remaining on the enemy. It worked well because your focus was always on the enemy, and it let you know when he was close to being defeated contextually, without throwing numbers at you.
@Fjuron5 жыл бұрын
Well said! Because in the end, good UI should be so intuitive and easily understandable, that it is practically invisible to the conscious mind. If conventional non-diegetic UI does this, then it allows for flow and immersion and thus for great gaming experiences. So it is more important, that the quality of the UI is good, rather than that it is diegetic. No diegetic UI needed.
@Mordalon5 жыл бұрын
Both Nier games have one of my favorite examples of Meta UI. In Automata, your UI both in game and in the menus are actually the OS of the Androids, and UI elements like health, xp, and the map are "program chips" you can actually remove to make room in your robot body for more combat upgrades.
@joearnold68815 жыл бұрын
Now explain why it’s impossible to agree on where to put the subtitles option in games.
@stm78103 жыл бұрын
accessability menu before the game starts, same as all other such things, at least for respectable games.
@Uriel2385 жыл бұрын
One of my favorite diegetic UIs was the literal HUD inside the helmet of 1138 in _Star Wars: Republic Commando._ On the flip side, a diegetic combat UI is had and described in Neil Stephenson's _Snow Crash_ as part of Hiro's transformation into (cybernetic) gargoyle, in which is monitors present his injuries in way-too-much detail.
@AmandaDavis61305 жыл бұрын
I've always enjoyed how Astroneer did its UI. It has a power and oxygen indicators on your backpack, much like Dead Space (but stylized cuter like the rest of the game). Similar elements appeared on machines, showing you how much power they had, where it was flowing, how far along the research machine was, etc. When you open more complicated menus, it enlarges them so you see them clearly, but they're styled like an object your character is looking at. Rather than a map with waypoints, you place beacons in the world that you can see from a distance. And it also features the "screen turns red at the edges when you're hurt" meta. It all flows together pretty well, and I hadn't even thought about all the bits and pieces until this video. Neat stuff!
@Max-js1mx8 ай бұрын
metro without crosshair or hitmaker is cinimatic masterpiece
@Volvagia19275 жыл бұрын
Another example of meta UI is the Lakitu Reporter in Super Mario 64.
@carloscaro91215 жыл бұрын
I feel like vehicles make a diegetic UA feel very natural, as we control the vehicle through a sort of HUD anyway. We're also much more willing to accept a first person diegetic UI that looks like a reasonable use of augmented reality rather than something stuck in for the player.
@Queekusme5 жыл бұрын
And then you have VR, where Diegetic and special UI are the only options
@bm17475 жыл бұрын
Surprised this wasn't discussed, though it is basically an entirely separate video. A good example is the difference in how the PipBoy is handled in Fallout VR vs pancake and how different headsets (text way more clear on Index) affects the settings a player will choose for that.
@fernandobanda57345 жыл бұрын
Isn't there any VR game with a HUD stuck to the display?
@coyoteseattle5 жыл бұрын
@Fernando Banda Sure, there are some. And there are even tools to make your own HUD overlays on top of whatever VR stuff you're doing; for example, I've usually got a combined Discord/Slack/PagerDuty window across the bottom of my vision, when I"m playing. But you have to do a lot more actual design for those; since the VR display fills (effectively) the entirety of the field of vision, a traditional FPS HUD where it's a border around the screen with informational bits on it would either be basically unreadable during normal play, or would obscure notable parts of the playfield, in ways more detrimental than on a screen. If one isn't careful, they can also be headache inducing, because they can mess with a player's ability to focus their vision on the game world. Conveying the same information through things like UI elements either attached to the controllers or independently present in-world, sound, and shader effects is often the easier solution. Especially since most VR games at the moment either aren't intensely action oriented, or are fixed perspective; you don't need to constantly see a health or ammo count in an adventure/puzzle game like Obduction, for example, and don't need the UI elements attached to your vision when you're almost always looking down a gun in a shooter like Space Pirate Trainer.
@GeFlixes5 жыл бұрын
@@fernandobanda5734 The ones I know of display the HUD as such that it's believable it's an diagetic element - part of an helmet mounted display in-game etc.
@sharcc25115 жыл бұрын
spacial UI, not special UI.
@perdiendomitiempo64035 жыл бұрын
Me after coming out of my classes of on-screen interfaces and now seeing this: Ah sh*t, here we go again
@PaulGaither5 жыл бұрын
The Fallout Pipboy is a great example of it being used perfectly. I play with the hud setting at 0, which does more than increace its transparency. When set to zero in FO3 and New Vegas, you do not get XP notification sounds, quest sounds and so forth when such things would have popped up on the screen. If/when you set the HUD to 1 or more, you then get an update of all the XP you got since you last saw your HUD. I play Oblivion, Skyrim, and Fallout all without the HUD, as it makes it more immersive. I love the in-game music so much though, that I switch back and forth depending on the mood. Sometimes I want that bairn wasteland feel, while other times I gotta hear that soundtrack goodness.
@AshenVictor5 жыл бұрын
I don't really agree. The frame of the Pip Boy takes up so much of the screen real estate and Bethesda's menus are always catastrophically poorly arranged on top of now being too small that it makes it much fiddlier to deal with than it needed to be.
@LudicGamer5 жыл бұрын
My favorite example of Diegetic UI is from Life Is Strange: Before the Storm. In the game, you don't have a quest marker. However, if you lose track of where you were, got distracted looking for secrets, or just had to put the game down for a while, you can see your current objective by looking at your character's palm. Chloe, the main character, always has a marker on her and always writes the player's current objective on her hand. It's a very small element, but I think the habit of handwriting stuff on one's own palm in an awkward felt-tip marker scrawl is a really cute, humanizing detail and really helps prevent moments where you have to dig through non-diegetic UI to remember what quest you were supposed to be doing.
@garrettv.26324 жыл бұрын
Titanfall 2’s campaign had a neat mechanic, if I remember correctly, where you only had a ui after you got the pilot helmet
@GabrielDalposso5 жыл бұрын
You just summed up my 90 page graduation paper into a 8min video. Congrats you guys haha
@Kindrick5 жыл бұрын
In a game I'm designing, you only start out with 2 UI elements, a HUD display of your character along with adjectives to display how/what your character is feeling, such as pain, to indicate possible injury or affliction, and a meta UI to indicate which direction an attack is coming from when it lands a hit on you. The next UI element introduced to you would likely be introduced the first time you interact with a container, giving you a simple and straight-forward inventory display, but only when interacting with containers, even your character's own pockets. Additional UI elements beyond this would require magical, biological, or technological upgrades to your character, or have them be some form of diegetic UI, such as a map drawn by you or another player, the glow of runes on a magic item, or an LCD on a device. For new players, the lack of information the game provides is either part of the challenge, or motivates the new player to socialize with seasoned players to get info they need. A character that picked up medical skills, for example, could tell you that your character's excruciating pain in their arm is a bone fracture, because of their additional UI elements, and apply medical attention as necessary, but if the broken arm was so bad that it'd be apparent to even a layman, then it'd be visible on your character model, allowing you to see it on your default UI.
@GabrielShitposting5 жыл бұрын
In deus ex the hud is quite literally what the protagonist sees as a measure of his current health and such Seeing the world through the protagonist's eyes, is nice
@asgrahim91645 жыл бұрын
Yeah, it is one of my favourite UIs.
@wusashicat15 жыл бұрын
I'm shocked there is no mention of the wonderful UI for Metro Exodus
@PlebNC5 жыл бұрын
I agree. Makes very good use of diegetic UI although it did relinquish that practice in a couple of places like the 2 quick select wheels and the non-diegetic ammo counters, which the latter can be a point of frustration if mid-fight you want to know how many shotgun shells you have and you want to know quickly without reading the diegetics of the gun model and can't figure out how to make the non-diegetic ammo counter fade back onto the screen. Similarly because each gun expresses how much ammo is left differently the player has to relearn what different things on the gun mean, e.g. the only way (that I can remember) to tell how many shots you've fired of the double-barrelled shotgun is to just remember if you shot it recently while figuring out the ammo left in the SMG with the horizontal skeleton magazine (technically a clip?) is as simple as looking at the ammo still in the magazine.
@christopherverhoef91125 жыл бұрын
I think the map is my favorite part: a diegetic object (your objectives are physically scribbled on the back of the map!) with spatial icons. So sleek.
@zockertwins5 жыл бұрын
The Metro games have always been good with their UI
@stormxlr5 жыл бұрын
@@christopherverhoef9112 I loved the lighter! It's so nifty how he pulls out a lighter :D
@Byefriendo5 жыл бұрын
I fucking LOVE metro exodus, the UI is just icing on the radioactive cake at that point lol
@DawnPaladin5 жыл бұрын
Lovely animation this episode. Great work, Elisa!
@TheAnon035 жыл бұрын
More important than any of that is making best use of screen space. Anyone remember the travesty of the unmoded Skyrim menu's on PC?
@emerz35305 жыл бұрын
A strange example of meta UI is borderlands seeing as how you are given a heads-up display by a CL4P-TP steward bot (or Claptrap.)
@XLegiitBadassX5 жыл бұрын
The HUD in Halo is technically both diagetic and not. For Spartans, their HUD, canonically, is an actual part of their helmet, as they need to see their motion tracker, ammo, and shield systems. However, in the case of most Elites, like the Arbiter, they don't have helmets, and thus no HUD's in universe. EDIT: Also when you go third person, for whatever reason, its obviously not diagetic for the same reason as Link's 3rd person.
@TheWizel5 жыл бұрын
You could handwave their UIs as cybernetic, nanomachines, or biological-modifications since they are hyperadvanced aliens, especially since Elites are a soldier caste so giving them all advanced body mods is both within lore-possibility and logical
@takatamiyagawa56885 жыл бұрын
@@TheWizel Pretty sure the Elites don't have any such bio-modifications, to contrast them with Spartans, who do.
@MadMac55 жыл бұрын
Elite: Dangerous does diagetic UI extremely well. Aside from the Galaxy and System maps that switch you to a separate screen, the rest of your menus are projected inside the cockpit. Damage to the cockpit canopy keeps you from seeing parts that are projected onto it, and you can activate the navigation and ship systems panels by looking at them with mouse-look or head tracking. It's incredibly good in VR, since it means you don't need as many buttons bound to a joystick or controller to activate UI elements; all you need to do is look at the part of your ship where that control panel is in virtual space.
@JoaoNascimento-uq8yg5 жыл бұрын
The metro series is the best at UI because you can choose how much UI you want and the UI you do have is perfect for the tone of the game
@BewbsOP5 жыл бұрын
I have to agree with diagetic ui being distracting. With diagetic ui, I always find myself asking "why the heck would that be designed that way in the lore?" For things like an ammo counter on the gun, it makes sense. The character would want to be able to see how much ammo they have, and its right there on the gun for them to see. It was designed in the universe for *them*, not you, and it just so happens that it's helpful to you as well. In the case of, say, dead space, it's incredibly distracting as its design makes no sense at all and brings up so many questions that a hud needn't bring up. Why would he have a counter on his back that shows how much health he has? Is hp something that exists in universe? Even if it was somehow a concept that exists in the lore and is therefore reasonable to design a health monitor on your suit so that your "hp" is visible at all times, why the hell is it on his back? Who is that designed to be visible to!? Why does he need an inventory screen!? All of those things are physical objects that he has in his possession, so what purpose would having a hologram to tell you the stuff you've got have in the lore?
@vizthex5 жыл бұрын
I personally love Astroneer's diegetic UI, and I can't imagine the game without out. That's really the only example I know of, but if done right it can be a really cool system.
@rashkavar5 жыл бұрын
First piece of diagetic UI that I remember seeing: Goldeneye's pause menu was Bond looking at his fancy watch. Hey, it shoots lasers that cut through armour plating, sure it can have menu options. It also hid health there except when you were actually taking damage, which meant its UI was limited to a pair of numbers in the corner indicating weapon ammo, and an icon between them denoting what kind of ammo it uses. Pick up the Moonraker laser with its infinite ammo and that went away too. Surprisingly good job of keeping UI super minimalistic for a game that came out that early.
@tutterbear985 жыл бұрын
I love diegetic elements/UI choices. From the entire meta settings scene in Nier Automata and the presence of the menus and stats as just robots being robots to Hellblade just not having any and having you rely on Senua's (often self deprecating) voices for everything, just like she does. When that part of a game is done well, it's probably all I can think about for ages while playing it, I love thinking about that part of game design. That's also why I really like watching DesignDoc, his thoughts on UI are very interesting.
@Somethingbloody5 жыл бұрын
I love it when games have a lot of HUD/UI customisation. Assassin's Creed (4, particularly) and Dishonored 2 had a lot of options for what you wanted to see. It was a good way of giving the player control of both the level of difficulty and immersion. AC was so easy once you were comfortable with it it was a nice little extra challenge to get rid of the UI, and the audio prompts (and a slight blur effect when being spotted) actually gave you a lot of the info you needed anyway. AC4 also had a button you could press to hide/show UI.
@Ohem15 жыл бұрын
Diegetic, I have learned a new word. Great to see types of UI mentioned, I didn't know how to describe to others what to call Diegetic without a/the term, so it made the point I was trying forward hard to convey.
@Lugmillord5 жыл бұрын
I always have a glowing exclamation mark over my head when I go outside.
@greekmyths88045 жыл бұрын
Who doesnt?
@tenchumatt5 жыл бұрын
I love it when the UI fades in and out of the screen when its needed or not needed. A great mod for the Witcher 3 called "friendly HUD" gives you so many options for what is constantly displayed, fades in and out like the health bar fades in during combat but then fades out once your health is full again, the mini map can be made to show up when you use Witcher vision and the mod adds in world markers that can show up on screen so you don't even have to use the mini map and even those can be set to fade in and out with Witcher vision. That's the answer, give the player choice for what is and isn't shown and and how long its on the screen for or when it shows up.
@ErikHolten5 жыл бұрын
The first first-person game I played with a diegetic UI was the 1996 adventure game *Azrael's Tear* where you played as a futuristic relic thief (a "Raptor") wearing a MS-2 helmet providing AR-like HUD features and AI-enhanced interpretation of the environs, complete with speech recognition dialog logging. It held my record as one of the most truly immersive games I had played, until Thief: The Dark Project.
@kurei0.5 жыл бұрын
I like how they use a narrative reason for dead space. like people in dead space usually worked in groups so their buddy knows their health levels. from behind
@oneofmanyjames-es16435 жыл бұрын
I really liked how Star Wars Commando did their diegetic UI, where all the information is integrated into the HUD's helmet or on the gun. It achieved both the 'immersion' goal, as it seemed like you were genuinely looking through the helmet, whilst also displaying all the information the player needs in a traditional format.
@GeFlixes5 жыл бұрын
I like contextual UI elements the most - health bar showing when you're damaged (Skyrim), ammunition showing when reloading (Insurgency: Sandstorm, where there's a "Hold R to check ammo" feature), advisors and supplementary information popping up when they're needed (Civilisation).
@hatuhsawl5 жыл бұрын
I remember the tie-in game for the Jack Black King Kong movie didn't have a HUD, and the diegetic way to know how much ammo you had left was to click and a button and your character would say out loud "x bullets left" which worked most of the time except when you're sneaking past dinos and it felt weird to be sitting in a bush and yelling "A COUPLE BULLETS LEFT"
@brandonraglow77135 жыл бұрын
Can’t believe Metroid prime wasn’t mentioned
@adamharris3065 жыл бұрын
Came to say the same thing
@wadebreeze17215 жыл бұрын
The best example for diegetic UI that I've come across was in Spyro, where they had the the support character that followed you around and help pick up items change his color to show how many hits you could take. Always on screen but not distracting while filling multiple roles.
@Axer0225 жыл бұрын
Really fun art in this episode (that also clearly shows and explains what Matt's talking about), props to Alisa.
@PrezWashinguns5 жыл бұрын
I liked how oblivion styled the inventory and journal like a book. It wasn't trying too hard, but it was enough to be memorable on its own.
@CrimsonBlasphemy5 жыл бұрын
This speaks to a design philosophy I've been kicking around. A 3 layer philosophy: Core, Guided, Explore. Everyone wants to make an immersive "Exploration" experience, where the players "live" your game, but regularly this gets in the way for many players. Which is why it is important to design at all three levels. If you neglect any of the layers, or make it difficult or impossible to transition between, more often than not the players WILL notice and COMPLAIN. I will point to Cyan's Myst (1993). At the time the height of exploratory game play.... It had fast travel, a lighting bolt Screen Space icon that if you clicked in the correct part of the screen, would instantly move you to a spot that Cyan thought was CORE to the game/story. Accessible once the player had walk through the space at least one time. There are some modern "walking simulators" that seem to have forgotten this. Many games also struggle with the Guided layer. Some do it too strong, some too weak. And the most horrendous example is the "Find the Thing" in the world space. Where either there is too much direction and the task is trivialized to a Core experience, or it's too hard and the players are forced to try mind reading the developers.
@franciscomm76755 жыл бұрын
1:25 zoey listening to music. Cute
@VitruvianSasquatch5 жыл бұрын
I'm not really sure I agree that UI element location is as standardized as you guys implied.
@couriersix42525 жыл бұрын
I like the pip-boy system
@JamesPetts5 жыл бұрын
Flight simulators are perhaps a paradigm example of diegenic U. I..
@richardeldridge83715 жыл бұрын
I am reminded of another good example of Diegetic UI in the Ghostbusters game (the good one you all know which one that is) where a lot of the important information is displayed on the proton pack which, much like Dead Space, is always visible to the player via the over the shoulder camera. Things like health, overheating, and what type of beam you are using and wither or not you are venting are key details to keep in mind. Heck you can even tell if you deployed your trap or not by seeing if it is strapped to your waist on the character. IMO probably one of the better examples of Diegetic UI being used to improve the game rather then mar it.
@therealbahamut5 жыл бұрын
I think the main thing that keeps diegetic (thank you for giving me this word) UI from being accepted is delay. When you press a button and your inventory pops up, you don't even blink; you're just off doing your thing. When you press a button and a jacket opens up while some guy says something EVERY TIME, you get annoyed by the holdup. It's a speedbump and it breaks your flow. If you're going to put in diegetic elements, STREAMLINE THEM. Make them take almost no longer to navigate (if at all) than the equivalent UI element would or they quickly become an irritant.
@Nonsanity5 жыл бұрын
I was the programmer behind Fallout 3’s UI, among other, earlier Bethesda games. That game, obviously, was a mix of diegetic and non-diegetic elements-all of which was thought up and laid out long before any code was written. Certain elements, like the monochromatic color scheme, were set in stone from the start and resisted any attempts (“SOME color, please?”) at change. And there’s always pressure to add pizazz at the expense of functionality, such as adding CRT glitches, scan lines, and artifacts through shaders to what was originally coded as a clean and clear interface. Losing half the screen real estate to a diegetic picture frame probably isn’t the best choice when trying to make a good UI. A good UI should be invisible-you don’t have to completely hide it, but don’t drown vital information with brass bands and gimmicky gewgaws either.
@Me2893me5 жыл бұрын
One thing that you alluded to or made a side note of but I think is also really important to consider is what type of UI thematically makes sense for a game. For instance, Senua's Sacrifice has a really diagetic and meta UI because that pushes the narrative and empathetic nature of the game. Spending time to make such a diagetic UI in Doom in contrast would make very little sense as the goal of the game is to kill demons and an explicit HUD and UI only helps achieve that goal.
@subtlewhatssubtle5 жыл бұрын
I think one of the best diegetic UIs out there was in Republic Commando. Everything was cast as functions of your clone commando's helmet. Everything was conveniently indexed on the screen because that was just how your helmet was set up by your clone creators.
@PikaLink915 жыл бұрын
I am really glad Alone in the Dark was mentioned, I liked the "jacket as inventory"- thing, it was a clever idea and gave you a realistic idea of why you could only hold so many of x-item. My only two gripes were that it could be a bit iffy to navigate, and it was in real time. I know, time doesn't slow down for me either when I open my jacket.
@luliby23095 жыл бұрын
Someone (Ryan King) mentioned that Halo's HUD and UI makes so much sense because you're looking through the Chief's helmet. This is also why Metroid Prime is so good and works so well. You're looking through Samus' helmet as well. That's also why turning Metroid from 2D to 3D is such a good idea. Being in Samus' suit and looking through her helmet is just plain cool.
@Caipi20705 жыл бұрын
1:41 Fish AI didn‘t swim away 0/10 worst game ever *cought* ghosts *cought*
@BusinessWolfRay5 жыл бұрын
It's interesting to hear this discussed, because in the teasers for Cyberpunk 2077, the way they handle it is pretty ingenious. You don't see any of the UI or HUD until your character goes to get their cyberware altered. Once they have this procedure, you can then see the enhancements they're seeing, which take the forms of the UI and HUD we're used to. A really clever way to make it part of the world and the story, in my opinion.
@rjstuller15 жыл бұрын
The moment i saw the title for the video i started chanting: Dead space, Dead space, DEAD SPACE!!!
@dekisatria12335 жыл бұрын
Exactly
@SpectralTime5 жыл бұрын
I just want to open by saying the sound mixing here is *on point*. And getting an actual UI designer as guest artist for this episode was inspired. I can practically feel her expertise.
@talos1114 жыл бұрын
I haven’t tried Exodus, but Metro 2033 and Last Light uses a nice combination. The crosshairs, ammo count, and the bit of inventory is standard non-diegetic, but a lot of the other stuff is diegetic. Your objectives are on a clipboard, you have a watch that displays whether or not you’re in darkness, the real world time (or if you have a gas mask on, how much time on the filter), the flame and smoke of your lighter points the way, and the pneumatic weapon has a gauge showing air pressure.
@eduardobarreto55555 жыл бұрын
Lately the trend has been minimalistic UI and I have been loving it. It has all of the information without the distractions.
@BearsThatCare5 жыл бұрын
One of my favorite things about Breath of the Wild is how you can turn all the UI off except for health, leaving you to enjoy the whole scope of the world of Hyrule
@rafsanpantho3646 ай бұрын
Everyone wants diegetic ui until they're playing a souls game and have to guess the player's health, stamina and magic. They'll be a nightmare.
@Wulfstrex11 ай бұрын
So could it be argued, that there is an uncanny valley for diegetic UI?
@ChristianCTaken5 жыл бұрын
I always liked how the HUD in the Borderlands games is just the player character's ECHO unit -- the thing that lets NPCs talk to you no matter where you are. It was still super gamey, but it still fit in in-universe.
@Artista_Frustrado5 жыл бұрын
I love the example of Dead Space's Health suit because there is a game that did it badly: Vanquish, Sam being a platinum games character meant he moved at high speed all over the screen making really had to see the tiny lights on his suit indicating he's one hit from dying
@justingreenland505 жыл бұрын
This has been very handy for helping me find the direction of a project of mine, thanks EC :)
@AsbestosMuffins5 жыл бұрын
I really liked the way deadspace did the UI, issac's healthbar was always visible on his back, or menus would be holograms projected in front of him, while the players see it from his shouder
@alexanderrowley98705 жыл бұрын
One of the coolest diagetic UI systems I've seen was in The Getaway: Black Monday. A third-person game where characters would become bloody to display health, you aimed guns by hovering the front sight over enemies, and when driving the game would tell you where to go by flashing the indicators (turn signals) on the car. Bit clunky, especially as it was a PS2 game, and the stealth missions were horrible, but man was it cool :)
@KuraIthys5 жыл бұрын
On an unrelated note, UI in VR is an interesting and complex topic... A lot of Diegetic and in-world UI tends to show up because traditional 2d UI just doesn't work. Even something like a 2d loading screen tends to get implemented in VR (largely for the sake of preventing nausea I might add) as a 2d UI on a display that exists in 3d space. For a loading screen typically the 3d space in question is a black (or uniformly coloured) void, and the 'screen' is literally just a 2d plane floating in space. But it's still interesting that this turns out to be necessary in VR. Of course, a bunch of things become possible and fairly natural to do in VR thanks to the standard hardware setup including head tracking and 6-DOF hand tracking. One example is setting your more conventional UI up as say, a wristwatch, or a handheld device that you can pull from some arbitrary location on your body. (both visible locations and invisible ones are valid options) For that matter, we also end up with conventions about dealing with Inventory screens, and items. Inventory tends to have to either have a 2d UI on some in-world device, or something like say a magic room or a rug that appears arbitrarily in the world with your stuff on it. For quick item changes, you can also again resort to placing objects in arbitrary places relative to the player's body. This feels natural, because it's what we do in the real world, and the motions are almost the same. As long as you fudge it a little in terms of the precision required, it works out OK, usually. Pulling a gun from behind your back just feels right, even though to get it working is a contrivance and requires several unrealistic things to happen... Hammerspace FTW. XD
@diegovilches12493 жыл бұрын
Hi, can someone tell me where they got those concept of diegetic, non-diegetic, espatial and meta?? I'm planning on doing my thesis on a subject related to this and i would like to read more about it!
@TrueZero25 жыл бұрын
Borderlands 2 and Pre-Sequel gives a decent example of a Diegetic/Meta UI. While it looks like a standard 'HP to the bottom left, ammo to the bottom right, minimap top right' UI, they explain it in game as a function of the ECHO device you get given right at the start of the game. The UI doesn't appear until you get the ECHO, and once it does, it 'installs' the needed info. Need to access the Inventory, Skills, Map and Quest screens? Your character puts up projections with the various information as needed, and can be seen browsing on the right hand side of the screen. Linger too long without doing anything? Your character expresses their boredom. Your various inventory items are mapped onto the character as well, so it actually does look like they have an effect on gameplay outside of just being a number. Grab a shield, your character attaches it to their belt. Grab a Class Mod? Since those items are personalised to the character, they'll appear in the relevant places.
@nikimilky67855 жыл бұрын
For some reason, extra credits was never the same after den left. Every time i click and start watching, but after 1 minute i stop. Only thing that keeps this channel alive is the history vids.