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Information Visualization in games

Staffan Björk Overview of today’s lecture

 Differences between computer games and other applications in relation to information visualization  The Gameworld concepts and examples of representation, presentations, and interaction ways with information  A model of how user interface elements can be part of 3D Gameworld interfaces  Evaluation meeting Three notes regarding the lecture

 Will be quite heavily focused on interaction compared to representations and presentations  Will also be quite heavily focused upon games using 3D environments  Examples will often be violent games  popular  have efficiency requirements regarding InfoVis

Differences between games and other computer applications?

Menti.com – code 11 02 40 0 Some differences between games and other computer applications

 Intent is to entertain or provide enjoyment  Or is it?  Voluntary activities  Motivated participants  Higher usability requirements?  Functional requirements seldom completely known until late in the design process!  Observations of users’ current activities are of little help  Not always possible to build upon previous versions  Wish to innovate Some relevant features of computer games

 Many games take over the whole screen

 Allows custom designed interfaces  Custom Representation of information  Custom Presentations of information  Custom Interaction with information

Gameworld Interfaces (GI) Kristine Jørgensen

 Gameworld “[…] world representations designed with a particular gameplay in mind and characterized by game-system information that enables meaningful player interaction.”  Characteristics of GIs  Governed by game mechanics  Designed for particular gameplay  Presence of game-system information is welcome Redemption 2. .  Fictional incoherence may be ignored Representation examples

 2D Worlds  Can have layers

Super Mario Bros. Nintendo.

 3D Worlds  Easily recognizable laws of natures  Occlusion

Fallout 4. Bethesda Game Studios. Presentation examples (1/3)

 First-Person Views “Presentations of game worlds as entities within these game worlds would perceive them.” (gameplaydesignpatterns.org)

 Third-Person Views “Presentations of game worlds focused upon Overwatch 2. Blizzard Entertainment. specific entities in those game worlds and change in relation to the entities' movement and not from the perception of a diegetic agent.” (gameplaydesignpatterns.org)

 God Views “Presentations of game worlds free of specific relations to entities within these game worlds..” (gameplaydesignpatterns.org) . . Presentation examples (2/3)

 Diegesis

In Film Theory: “the total world of the story action” (Bordwell and Thompson 1997, 92)

Working definition for the course: “the part of world representations in games conceptually perceivable by that world’s inhabitants.”

 Diegetic elements . .

Working definition for the course: “elements of world representations in games conceptually perceivable by that world’s inhabitants.” Presentation examples (3/3)

 Extra-diegetic elements Working definition for the course: “elements of world representations in games not conceptually perceivable by that world’s inhabitants.”

World of Warcraft. Blizzard Entertainment.

 Props “Diegetic elements of game worlds that have no gameplay enabled through them.” (gameplaydesignpatterns.org)

Counter-Strike: Global Offensive. Valve Corporation. Interaction examples (1/2)

 Pie Menus (aka Radial Menus  Show options (c. gestures) 4. .  Take up more space (c. linear menus)  Research has shown these faster and more precise than linear menus

Grand Theft Auto 5. Rockstar Games. Interaction examples (2/2)

 Focus Loci “Game elements that allow players to perform actions in game worlds.” (gameplaydesignpatterns.org)  Avatars “Game elements that diegetically represent players, providing their main means of interacting with the world and whose fate is connected to the players' . Bethesda Game Studios. success and failure in the game.” (gameplaydesignpatterns.org)  Units “Disposable game elements under the control of the game system or players that are either interacted with on a group level or have no individual distinguishing features from a set of other game elements.” (gameplaydesignpatterns.org)

Starcraft II. Blizzard Entertainment. Break!

Visual conventions in 3D Games

Fagerholt & Lorentzon. 2009. Beyond the HUD. UI Element in 3D Games

Fagerholt & Lorentzon. 2009. Beyond the HUD. HUD elements

“UI elements presented in an overlay manner, superimposed on top of the game world.” . Maxis. (Fagerholt & Lorentzon, 2009. Definition of visual part of non-diegetic elements.)

Defense of the Ancients 2. Valve Corporation. Geometric elements

“[…E]lements are presented as a part of the spatial game world, but not the fictional.”

(Fagerholt & Lorentzon, 2009) Left 4 Dead 2. Valve Corporation.

World of Warcraft. Blizzard Entertainment. Diegetic elements

“Informative elements existing both in the fictional and the spatial game world[…], visible to both the player and to the player through the same : Advanced Warfare. . representation.” (Fagerholt & Lorentzon, 2009) Meta-representations

“[…E]lements presented outside the geometrical game world, but reside in the fictional world of the game.” V. Rockstar Games. (Fagerholt & Lorentzon, 2009)

Fallout 3. Bethesda Game Studios. Meta-perception

“Informational elements emulating what could be described as the internal human” (Fagerholt & Lorentzon, 2009) Left 4 Dead 2. Valve Corporation.

Can be both diegetic and extra-diegetic

DOOM. Id software. Signifiers

“[…D]iegetic UI elements carrying information about entities external to the signifier itself” Half-Life 2. Valve Corporation. (Fagerholt & Lorentzon, 2009)

Footprints. Skyrim by Hexabit. Nexusmods.com Should it be easy to have all information in a game? Thank you! See you after lunch!

Questions? Evaluation meeting!