You Know What I Love? Diegetic HUDs

Deus Ex: Human Revolution

You know what I love? Diegetic HUDs. That is, when the heads-up display (your health, ammo, and all that information) that sits there flat against the screen in most videogames is incorporated into the game’s fictional world. When done well, it draws the player deeper into the game by dismantling that conceptual wall of the interface that is always there between the player and the game’s world.

Around the seventeenth century, baroque painters experimented with methods that would hide the fact their paintings were just flat surfaces. When painting on the ceilings of cathedrals and the such, they started to extend elements of the real world into the world of the painting. Stone pillars and walls that reached up to the ceiling in the real world would be painted to continue into the world of the painting. Instead of just a painting of angels and clouds and whatnot, the effect was to make it look like these scenes were actually playing out above the building.

In each new media throughout the centuries artists have played with that boundary between worlds, between the world we view the artwork from and the world the artwork projects back to us. Some try to make it stand out, but many others want to blur it, to make the experience of the artwork more immediate to the user.  Yet, each new media brings with it its own challenges that make that boundary between worlds more explicit.

In videogames, one of the main challenges is the interface of the HUD. The health bars, ammo counters, and countless menus give vital information to the player that can’t easily be removed – but which also risk setting up a wall between worlds, reminding the player they are really just looking at a flat screen.

They are an artifice that we generally just have to accept. Yet, several games have made interesting attempts to render the HUD diegetic, to incorporate its flat information into the world itself.

These Diegetic HUDs are most common in first-person shooters that really want the player to feel like they are sharing the body of the character. The later Halo games, Crysis 2, Deus Ex: Human Revolution, and many others present the HUD components as not simply things stuck to your monitor or television set, but things actually projected in front of the character’s vision, as visible to them as to the player. In the later Halo games and Crysis 2, there’s a sense of depth to the HUD elements; they are slightly curved as though they are actually projected onto the inside of the character’s helmet.

In Human Revolution, the HUD isn’t just projected in front of Jensen, but is incorporated into his very body. For the first level of the game, while Jensen is still fully human and unaugmented, the player has no HUD. They can’t check how much ammo they have left in their gun, how much health they have, or where enemies are. It is only after Jensen receives his optic implants that the player has access to this information. This gives the game a greater sense of embodiment, constantly reminding the player that they are not simply a floating camera with some data stuck to it, but actually inside of Jensen’s body and perceiving the world from within it.

I especially love the little details that Human Revolution adds to remind you of this, like when an EMP grenade actually jams the HUD. By playing with the HUD as an actual, material element of the world, Human Revolution is able to reinforce its themes that Jensen isn’t entirely human anymore as his very existence is affected by weapons only meant to disrupt machinery.

It’s relatively easy to present a diegetic HUD in a first-person game, but it becomes vastly more challenging when the player and the character don’t share the same viewpoint. How do you convince the player that these things pressed against the screen are ‘actually’ there in the world when that screen isn’t the character’s perspective?

Well, simply, by not pressing the HUD against the screen. Dead Space is perhaps the best known diegetic HUD in a third-person game (so well known that I know all about it even though I haven’t even played Dead Space!). Isaac’s suit projects all the necessary information the player needs into the game world, either through the lights on his armour or as holographic projections. What the player can see, Isaac can see.

Of course, there is also the option of getting rid of the HUD altogether, but this only works in some cases. It works beautifully in ICO, as there really isn’t any information that the game needs to communicate to the player that isn’t there in the world.

But in a game like The Getaway on Playstation 2, it does more harm that good. The Getaway was obsessed with realism. To a fault. Instead of a HUD, the game insisted that all information would be presented to the player in the world itself. This worked in some cases (such as the character leaning over and looking like they are in pain when they are severely hurt) but just made things confusing in others. When driving across London, instead of a radar pointing to your destination, your car’s indicators would turn on, telling you which roads to turn down. This worked horribly, and you could spend forever doing laps around an obscure lane way you were meant to turn down. In this case, the problem would’ve been solved simply by having a HUD.

Nevertheless, I love diegetic HUDs. It’s the perfect compromise between not enough information and that information putting up a wall between player and experience. Just as the baroque painters turned the flatness of the cathedra ceiling into a deep, extended space overlapping with the actual world, games with diegetic HUDs conceal the flatness of the television screen or computer monitor by taking the information normally pressed up against it and incorporating it into the world, bringing the player along with them.

10 comments (Leave your own)

“This gives the game a greater sense of embodiment, constantly reminding the player that they are not simply a floating camera with some data stuck to it, but actually inside of Jensen’s body and perceiving the world from within it.”

Too bad they had to force third person in some cases though.

 

Word for the day: diegetic

The problem with these type of HUDs is that some developers go a bit too far and they end up becoming, well, annoying and block out more than they should of the game world. One that comes to mind is F.E.A.R. 2 – the HUD appears like something that is being projected via your glasses, yet there’s this stupid blue frame around the edge of your display that serves no purpose but to remind you that, I guess, you’re wearing glasses. You get used to it after a while but it’s pointless and doesn’t make me feel any more ingrained into the game world than if it were not present.

 

Metroid Prime is a great example. Especially the water drops that would sit on your visor, or the way a flash would cause a reflection on the visor and show your face.

 

Good article. I like.

 

The way Dead Space handled it was particularly awesome….and sucky when you were looking at something then OMG monster (ie you forget it’s not pausing the game).

 

Makes me think of the finale of Halo Reach where the player’s visor crackas as you take damage, it can really add to immersion.

 

HUDs are terrible, many games manage without using one at all… incorporating things normally relegate to the hud such as the armour in deadspace showing your health is genuinely a good idea.
I absolutely HATE how some games cram more and more crap on screen, the later halo games being a good example of how not to immerse the player – why waste 1/4 of my screen with crap? Surely we deserve to see all of the game world that has been meticulously constructed, instead of hiding it behind the hud.
And while we are on the subject of HUD elements, my other pet hate is just how many games make the screen go red from the edges when you are hurt, seriously, i do not need most of the screen going red and blurry to know my character has been hit – if i can’t figure that out from the bullets hitting me, the sound of my character being shot, the hit impacts registering on my body…. well, you just shouldn’t be playing games if you cant figure it out from all that.

 
steve_rogers42

Glad you mentioned Dead Space, took me an hour to realize the suit’s colour was health… lulz great game.

Metro 2033 has a few small hidden gems with regard to ammo and gas masks, those kind of touches draw out the immersion.

 

One game which comes to mind in this regard is Call of Cthulhu: Dark Corners of the Earth.

For the most part, there was a complete LACK of HUD, but when injured the screen would grey out and when the protagonist’s insanity “meter” was getting too high, the screen would start to swim/blur and you could hear him muttering insanities to himself.

Very effective.

 

It’s far from the full HUD, but I really like Splinter Cell Conviction’s projecting the current objective.

 
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