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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The impact of user interfaces for the enhancement of narrative elements of a video game</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Mattia Bellini</string-name>
          <email>bellinitia@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Milan Milan</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>User interfaces are substantial parts of the gamer's experience, but they are not only showing useful information to the player. Indeed, they can also be used to transmit narrative elements, even if sometimes only under the form of the “mood” of the game. Since interfaces can be used to enhance storytelling, their design should be aware of issues of narrative theory. The suspension of disbelief is probably the main cognitive mechanism to be considered, that is the process of both knowing and forgetting that what is happening in a game is fictional. The equilibrium between those two sides is precarious. This is why all the narrative elements have to be created to keep the balance: user interfaces are not excluded. In this paper, the focus of the analysis is the possible contribution of interfaces to the storytelling, and the contribution of narrative theory in game design, particularly regarding the suspension of disbelief.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Video games</kwd>
        <kwd>Storytelling for video games</kwd>
        <kwd>User interface</kwd>
        <kwd>Semiotics</kwd>
        <kwd>Suspension of disbelief</kwd>
      </kwd-group>
    </article-meta>
  </front>
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      <p>What I intend here by “multi-sensory interface” is a
connecting system that enables a person to exchange
multimedia messages with a software application (the game, in
this case) constituted by simultaneous, intercurrent or
convergent use of different media, tools and languages (text,
graphics, animations, sound, static and moving images,
vibrations). It is clear why the exchanged messages are
GHItaly18: 2nd Workshop on Games-Human Interaction, May 29th, 2018, Castiglione
della Pescaia, Grosseto (Italy)
Copyright © 2018 for the individual papers by the papers' authors. Copying permitted
for private and academic purposes. This volume is published and copyrighted by its
editors.
“multi-media”, and many are the attempts to establish a
twoway multimedia approach (like in many Nintendo DS
games). Talking about the visual appearance of a game, we
can distinguish two layers: the “lower” layer is the one of the
gaming world, characterized by the purpose to create a
fictional environment in which the player can act through
his/her in-game alter-ego, i.e. the Player Character (PC); on
the other hand, the “upper” layer is constituted by the User
Interface (UI), with the purpose of showing important
information to the player, without which is practically
impossible to play, but which sometimes are not part of the
fictional world itself. It is a well-established custom to have
a UI to display all needed information to the player, so much
that, contrarily, it is strange to not find one at all. Of course,
this distinction is arbitrary, as there might be borderline and
halfway cases, as we will see.</p>
      <p>In this paper, the focus of the analysis is on how and to what
extent the visualization of information in overlaying
interfaces is concurring to the storytelling, and on the issues
and possibilities of UIs in the sensemaking process, to
enhance the narrative aspects of a game.</p>
      <p>
        RELATED WORKS AND METHODOLOGICAL NOTES
Many studies concerning the relation between different game
elements and narrative have been done. Probably the most
felt one is the relationship between narrative and gameplay
(see e.g. [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]). Other studies focused on the analysis of
certain more particular elements of games with narrative,
among which it is to be noted the study of the relation
between game mechanics and narrative [
        <xref ref-type="bibr" rid="ref10">11</xref>
        ]. The results of
that study blink at the distinction made in many theories on
game design (see e.g. 1, 5, 6, 9) between formal and dramatic
elements, not denying it, but showing that the line between
the two is not completely clear and, then, showing that
dramatic elements i.e. narrative- are pervading all the aspects
of a video game. Furthermore, there has been some studies
for a classification of UIs in digital games, like the one made
by Anthony Stonehouse in the article “User interface design
in video games” for Gamasutra [29], in which we can find a
similar distinction to the one I am going to make. However,
the distinction made there, based on four different types of
UIs, is not considering the essence of two of them: spatial
and meta. Indeed, they are only different ways of placing
what they call “diegetic” and “non-diegetic” UIs, as we will
see below.
      </p>
      <p>
        Contrarily, there have been some writings claiming that
video games are not generally telling stories, and video game
development has not to deal with a storytelling process as
commonly intended [
        <xref ref-type="bibr" rid="ref13">14</xref>
        ].
      </p>
      <p>
        I disagree with the idea of dividing storytelling and game
design in the development of a game (not alone: it will be
enough to compare the positions of [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] and [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] or, more in
general, [
        <xref ref-type="bibr" rid="ref9">10</xref>
        ]), I do agree on the other hand with the felt need
to find a theory of (interactive) storytelling that fits into game
development. Such a theory should include and fit together
all aspects capable of transmitting narrative elements to the
player (in accordance with the claims of [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ]), it should not
only consider cutscenes and dialogues, but also elements that
have a less evident influence, and it should relate them to
their specific contribution to storytelling, if any. Since there
has not been a research over the impact of UIs on
storytelling, the scope of this paper is to show how,
generally, also the simple and almost-left-aside design of UIs
can be very useful, or very spiky. It is clear that all the UIs
system may vary a lot and may be very different from one
game to another, and from one game genre to another: for
this reason, some categories of games will be excluded from
my reflections, since they need a more detailed analysis and
a different approach to narrative: puzzle games made of only
UIs (e.g. Tetris (Various, 1984), Candy Crush (King, 2012)
and the like) and in general games in which players are not
manoeuvring an alter-ego. I will focus instead on the games
in which exists a PC, both expressed or implicit (e.g. in car
racing games).
      </p>
      <p>
        My analysis will be conducted firstly by applying semiotic
categories to video games (particularly interesting will be the
Halo series by Microsoft) to define different types of UIs that
is possible to distinguish in video games, to better see how
they are related to the game world. By analysing two
different game series, namely the Assassin’s Creed series
(Ubisoft) and the Grand Theft Auto series (Rockstar), I will
point out an apparent trend of the design of UIs, tending to
prefer in the last years less visually impactful interfaces.
Secondly, on Juul’s footsteps [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], theory of literature will
be our magnifier, through which we will study the different
behaviours and impact on storytelling derived from the
diverse semiotic nature of UIs. The analysis of the main
menu of the most famous game by Bethesda, The Elder
Scrolls V: Skyrim, together with some other major games,
will help us to see the possibilities of UIs. Lastly, thanks to
this split point of view, I hope to give some key points to
follow in the design and development process of UIs. The
studies on the different games has been conducted by
approaching critically the titles, to alienate from the mere
state of player and have a detached third-person view.
UI, HUDS AND MENUS
UI is something generally detached from the game
environment, normally visible only to the player (and not to
the characters) and only during the play sessions (disabled,
e.g., during cutscenes). Even if it is not always present in the
game (e.g. as in the old games of the Final Fantasy series),
the UI contains many information extremely useful for the
player, without which, in many cases, the game is not
playable. An important part of UIs is the so-called Heads-Up
Display (HUD), that is the in-game section of the interface,
showing normally the health bar, a mini map or many other
information. Menus are another relevant part of the UIs and
are composed normally by a panel with different options.
The remaining part of interfaces are other layers, differently
shaped and organized, used to better show a part of the game
world to the player. Even if they are detached from the game
world, both menus and HUDs are part of the game, and they
have a role in the sensemaking process that should not be
forgotten, as they concur in the creation of the atmosphere of
a game. Menus also give the first impression about a game,
since generally the very first interactive part encountered by
a player is UI, in the shape of the main menu.
      </p>
      <p>The behaviour of these parts of the UI is sometimes very
different even in the same game, but they are nonetheless
capable of transmitting elements of the story, also only by
giving a general idea about the game narrative. It is sufficient
to see what happens in The Elder Scrolls V: Skyrim (TESV:
Skyrim; Bethesda Game Studios, 2011): the design of the
main menu with the dragon emblem, the fog/smoke and the
choral music brings the user into an epic fantasy world with
dragons and an unknown language before the game is even
started. To have a clearer view on the impact of those
elements on the narration, a distinction has to be made first.
TYPES OF HEADS-UP DISPLAYS
For a matter of simplicity of explanation, we will talk first
about HUD and I will later try to extend the same distinction
to menus and UIs in general. A distinction that is useful to
make is that between external-HUD and internal-HUD or,
with a more literature-oriented definition, I would say
between heterodiegetic HUD and homodiegetic HUD. This
distinction is based on the relation between the game world
and the interface itself, i.e. how the latter is being created in
relation with the former and integrated in it. As we will see
in a moment, this distinction entails a totally different view
over HUDs and their integration in the narrative of the world.
On the one hand, what I call external-HUD is the most
frequent custom, in which the interface is totally detached
from the fictional world and its characters. In this first case,
what we have is a simple layer inserted in the screen between
the world being played and the real-world player, a layer that
displays information that are as useful as valueless (from the
point of view of the in-game characters). An example for this
kind of interfaces might be the Grand Theft Auto (GTA) San
Andreas (Rockstar North, 2004) interface, in which all the
information like active weapon, ammunitions, health bar,
etc. are placed in a layer stuck to the player’s camera lens.
The more recent Grand Theft Auto V (Rockstar North, 2013),
represents a slight change of perspective, and underlines a
trend that is gaining consensus.</p>
      <p>On the other hand, internal-HUDs are a less travelled road,
but, I believe, they have the huge benefit of improving
immersion, by integrating the UI inside the game itself.</p>
      <p>What we have here, differently from external-HUD is that all
the information showed are not placed in a layer stuck
between game world and players, but rather in a layer
between the character’s eyes and the world s/he sees. The
player, in turn, is seeing the world through the eyes of his/her
character, and all the information s/he sees are shared with
his/her in-game alter-ego. In the Halo series, for example, we
have a HUD that is visible also to the player’s character, as
it is a projection on the screen of the helmet he wore during
the game, created by the computer installed in his high-tech
armour. When the helmet is offline, no UI is visible to both
the player and the character (like in the very beginning of the
game Halo 4 (343 Industries, 2012)). Of course, this is more
problematic to realize when the camera is not in a
firstperson view, and indeed, even in Halo, there is an exception
of the mimetic internal-HUD way of displaying the
information: when the point of view is switched to
thirdperson (e.g. when riding vehicles), the interface remains
visible, violating the general iconic intent. “Icons”, on
Pierce’s footsteps, are the product of a primary modeling
system, and their main characteristic is their “topological
similarity” with the object they are standing for. Of course,
this switch from an internal-HUD to an external one is not
noticed by the player. S/he is deceived by the fact that the
interface looks always exactly the same, even if there are
actually two HUDs that are completely different in the very
substance. This might be considered a borderline case, but
the hope is that it is enough clear to show what is intended
with internal-HUDs. Also, it suggests that there could be
cases of interaction of the two different types of HUDs (and
UIs in general), in which, in a single view, we may have
internal and external element (e.g. the Metal Gear Solid
(Konami Computer Entertainment Japan, 1998) Codec, in
which iconic elements are mixed with non-iconic ones, like
text).</p>
      <p>GENERALIZING THE DISTINCTION
As mentioned, the distinction between external and internal
HUDs is generalizable and can be applied to the entire
system of UIs, but probably the mimetic intent is not
applicable everywhere in the same way. As for menus, it
seems to be quite difficult to apply, and find example of
iconic intent in menus is not so easy. Many options listed in
menus does not deal with the game world but with the
multisensory interface, i.e. they are affecting not the game world
itself but how the player relates with the game as a software
application, and vice-versa. For this reason, a totally iconic
menu is probably not possible, but there has been for sure
some attempts in this way: in the game Crash Bandicoot 3:
Warped (Naughty Dog, 1998), the Hub Level is a playable
recreation of a menu in which the user can move freely
instead of simply choosing a level from a list, and in the main
“square” there is a screen with which it is possible to save
and load the game. This can be intended as a meta-menu, in
which an in-game menu is applying effects on the game
itself. Anyway, also in this game an external menu is used
for the general options like music and video settings, and to
show the achievements of the player.</p>
      <p>There is still a large part of the UIs that has not been treated,
i.e. the variable number of interfaces where users come
across during the game and that are created for a well-defined
in-game function. They respond, normally, to the need of a
more precise interaction with an in-game element, in
comparison with the normal game mechanism, and they
constitute of an element that is presented in a “zoomed” way
to the player, like the interface used for the lockpicking
minigame in the already cited TESV: Skyrim. For this kind of
UIs, the mimetic intent is the most frequent custom. This
makes no surprise since our kind of UIs is generally by its
own nature the direct reproduction of an in-game element
that is recreated similarly to the “real” (fictional) element,
but in a way that facilitate its usage, whatever function it
absolves (i.e. both an active function, like the Skyrim locks
to lockpick, and a passive one, like the map on the wall in
Pokémon games).</p>
      <p>Lastly, when the UI is used to highlight a part of the game
world inside the world itself, again the behaviour can be of
both types: in TESV: Skyrim, for example, the pointer is an
external one, since the PC does not see it, while again in Halo
it is internal: showed on the screen of the helmet.
I already mentioned to not agree with the distinction (made
in [29]) based on four different types of UIs because it does
not consider the essence of two of them. In the article, the
writer distinguishes between non-diegetic, spatial, meta and
diegetic UIs. Notwithstanding the interesting way of
operating the distinction, it does not take in consideration
that what it is called there “spatial” and “meta” UIs consist
basically of different ways of showing the interface to the
player, not different essence of the interfaces themselves.
Also, naming them “diegetic” and “non-diegetic” means do
not treat them, in the case of non-diegetic ones, as elements
constituting the game. In addition, they also name the 2D
HUD as always external, but we have already seen that this
is not true.</p>
      <p>Those two ways seem to present no complications in the
analysis of UIs and its impact on narrative, but the
sensemaking process used to represent them is slightly
different, and this difference is in turn impacting on the
storytelling: as mentioned, internal-UIs are formed by their
own nature with a more iconic intent, that is, they tend to
represent in a realistic way the fictional world in all its
aspects. Indeed, they represent directly the reality of the
player’s character. On the other hand, this is not true for
external-UIs, where the interface is made of signs stuck on
the “window” through which the player sees the game, and
thus not representing anything as a complex set in a realistic
way. However, this does not mean that no icons, intended as
signs with a mimetic intent, are involved in the creation of
external-UIs. The difference is particularly important to
enhance the narrative aspects of a game because internal-UIs
are making thinner the distance between characters and
players, and they are a preferable road to follow, since they
help to establish the “suspension of disbelief”. In the case of
non-iconic interfaces, the suspension of disbelief has to be
considered even more: if for iconic interfaces is almost
automatic, as we will see in a moment, for non-iconic ones
there should be a precise intent to preserve it with special
precautions.</p>
      <p>
        THE SUSPENSION OF DISBELIEF
At this point, it is necessary to introduce in the analysis the
concept of suspension of disbelief. Jurij Lotman defined
what Coleridge in 1817 called «suspension of disbelief» [4]
in his article The place of art among other modeling systems
[
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]:
      </p>
      <p>The player must simultaneously remember that he is
participating in a conventional (not real) situation (a
child knows that the tiger in front of him is a toy and is
not afraid of it), and not remember it (when playing, the
child considers the toy tiger to be a real one).</p>
      <p>
        When the suspension of disbelief is established, the user
finds himself in the “Magic Circle”: «The Magic Circle» is
«a closed circle, the space it circumscribes is enclosed and
separate from the real world [...] In a very basic sense, the
Magic Circle is where the game takes place» [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ].
As previously mentioned, what I intend by multi-sensory
interface is the simultaneous, intercurrent or convergent use
of different media, tools and languages. In a video game, this
implies that the set of signs carried by each one of those
media must be coherent both internally and with the system,
because «the expectations regarding an object (in a video
game) are in fact expectations regarding the regularity of the
system» [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]. In this sense, this simultaneous exchange of
meaning carried by audio, visual and even tactile media must
be shaped in a way that converges towards the same content
or cooperates to carry the same content. Each element of the
game must be coherent with the general setting in which it is
inserted and with the other elements. If something is not
settle with the environment, it will disrupt the suspension of
disbelief.
      </p>
      <p>This general cognitive mechanism must deal indeed with the
problem of having a playable world that is composed of a set
of signs that should have a uniform appearance and a
meaning that is internally coherent. There are many
influences to take into account, since many semiotic
resources are concurring in the production of the overall
content. If we increase the complexity of the content to be
transmitted, more and more sign systems should carry a
coherent set of information for the user to understand it in a
correct way. This set of information, i.e. the set of signs
constituting a video game, has to be coherent both internally
and externally. For internal coherence I mean the
consistency within the sign set of each sign with the others,
while external coherence means the agreement of the set
with the general structure and game world.</p>
      <p>As for UIs, when we are considering an iconic (internal) UI,
the problem should not arise and if it does, then the issue is
probably to a higher level, i.e. in the overall construction of
the environment of the game (for a more precise analysis, see
e.g. [9]). Thus, if in a game set in prehistory there is a
futuristic internal-HUD without a motivation, the problem is
of the game as a whole. On the contrary, if we are talking
about external-UIs and the elements of the interface do not
agree with the general atmosphere of the game, then the
problem remains at the level of the UI itself and can cause
the disruption of the suspension of disbelief, if not properly
managed. But this is not always perfectly true, as we are just
going to see.</p>
      <p>SUSPENSION OF DISBELIEF AND USER INTERFACES
A contradiction between theory and practice seems to arise
from the case of UIs. The contradiction comes from the fact
that UI is always remembering, during the game, the
fictionality of the world in which the player is immersed.
This memento in theory should break the equilibrium on
which is based the suspension of disbelief, thus breaking the
magic circle, but actually it does not. This is probably due to
the fact that there is a sort of pact between creators and
players, for which if you play a game, you have the UI
overlying the world, in the form of HUDs, menus, etc.
However, this does not mean that a better solution is not to
be found, if possible. Indeed, in many video game series it
seems there is a general trend that is leading towards a
simplification of the HUD, to make its impact lighter on the
screen and to better keep the player in the magic circle. If we
compare the HUD in Assassin’s Creed (Ubisoft Montreal,
2007; the first game of the series) with the one in Assassin’s
Creed: Origins (Ubisoft Montreal, 2017; the last one since
now, 10 years later than the former), we notice that the UI is
clearly less impacting on the visual interface. The same
considerations could be done comparing the already cited
GTA San Andreas and the more recent GTA V (developed,
again, almost 10 years later): from a clear indication of the
mini map, active weapon, health bar, etc. to a minimal mini
map with small bars for health, bulletproof vest and skill
meter. Thus, not all information is displayed in the always
visible HUD, but some of them of minor importance, are
placed in a mimetic UI shaped as a screen of the phone of the
characters. Also, weapons are showed in another interface,
which appears only when needed.</p>
      <p>
        Those two examples, together with many others, are showing
us that the issue of the disruption of the suspension of
disbelief caused by UIs is heard as a problem. However,
there is a certain level of acceptable incoherence in a fictional
product, but it must be remembered the effect of Woloda’s
behaviour, «that took away all the fun of the game» [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] in
always remembering its fictionality (a similar position is the
one of Caillois [3]). The same effect will be produced if the
fictional elements are too narratively far-fetched and not
justified by the narrative of the game.
      </p>
      <p>USER INTERFACES AND STORYTELLING
It has already been introduced the possibility given by UIs to
transmit narrative elements of games, but it would be
interesting to have a closer look over the phenomenon. What
should be noted is that by “narrative aspects” I do not mean
only the mere story of games, i.e. not only the fabula, but
rather all the elements concurring in the creation of an
atmosphere surrounding a text (of whatever form of text we
are talking about). The atmosphere of a book may be given
by the cover, by images and even by the font chosen, before
even reading it. This is what is called here the “atmosphere”:
a sort of mood in which is carried the public (user, reader,
player, etc.) through the text s/he is accessing. This mood has
not to be considered a peripheral part of the storytelling, but
rather it is sometimes a crucial aspect for the narrative itself,
as proven by probably the most famous English tale of
modern times: in The Raven by Edgard Allan Poe, it is clear
the importance of the mood in which the character finds
himself during the events, but it is not less clear the
importance of the feelings of the reader in understanding the
story. Forgetting them would not lead to a proper
interpretation of the tale. Refusing the importance of the
mood of the public when talking about a fictional
environment, would mean claiming that a horror game would
be exactly the same with no dark, with cute kittens or with
happy music in the background.</p>
      <p>Since the UIs are part of the visual interfaces, and I believe
visual interfaces constitutes without any doubt a crucial part
in the creation of some feelings in the mind of the players,
then it is clear that also UIs can be very useful in the creation
of the mood.</p>
      <p>Keeping this in mind, the possibilities given by UIs to
enhance the narrative aspects of a video game are countless,
and, as every other part of video game development, highly
depend on the project they are inserted in. An emblematic
example of this has been already mentioned in regard of the
title screen of the game The Elder Scrolls V: Skyrim and can
be generalized to many title screens of games, in particular
for more recent games (again, a consequence of the trend
going towards a more mimetic intent of UIs, already treated).
For HUDs, the possibilities have already been exemplified,
but for other kind of UIs, the given chances may vary a lot
from one case to another and from one genre to another. In a
point-and-click game, for example, many part of the game
are UIs, in the sense that they are used for a well-defined
ingame function and direct reproduction of an in-game
element, presented in a “zoomed” way. Apart from
pointand-click games, examples could be in-game books or
documents to read in a separated interface, events seen
through a screen of a CCTV camera, etc.</p>
      <p>FINAL CONSIDERATIONS AND FUTURE STUDIES
Concluding the analysis, it is possible to point out some notes
for the creation of a UI for a game (that is a game with a PC,
expressed or implicit): after having defined if the interface is
an internal or an external one, it is necessary to specify what
has been called the “mood” of the game in which the UI is
inserted; thirdly, during the process of designation and
creation of the UI, the elements constituting it should be
shaped in a way that coherently fit with the atmosphere
decided for the game.</p>
      <p>In general, internal-UIs are to be preferred since they can
enhance immersion, they are used to better keep the player
in the magic circle, and they give more chances to the
storyteller than external ones. However, when an internal
interface is not filling in the set or atmosphere of the game,
or simply are not suitable for the function it should
accomplish, external ones can be used, if designed in a way
that does not break the suspension of disbelief. The
advantages of enhancing the immersion are proven
empirically by a general trend particularly visible in famous
video games series, in which the latest games have a lighter
presence of UIs compared to the previous titles.</p>
      <p>In this brief overview of the impact of UIs in game
immersion and storytelling, I opted out an extensive portion
of games, that are of particular interest regarding casual
gamers: puzzle games and games in which players do not
control a player character. In further analysis, it would be
interesting to see how UIs behaves in those games, regarding
immersion and the suspension of disbelief. Furthermore,
notwithstanding the capability of internal-UIs to actively
drive the story, it would be interesting to analyse also this
possibility regarding external ones.</p>
      <p>What has been told since here tells us the impact of UIs on
the storytelling of many video games, in respect also to the
different kind of UIs is possible to find in those digital
products. Apart from this and on the contrary, the storytelling
can be very useful when developing the appearance of UIs to
give a strong motivation for them, and in particular when
talking about internal ones. This has not to be seen as a
claiming that storytelling can justify everything, but more
that in the development process, the story in its broad sense
must be carefully considered, or the player would end up
remembering to not be an Orestes, but a Hamlet.</p>
      <p>
        If we were always to judge from reality, games
would be nonsense; but if games were nonsense,
what else would there be left to do? [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]
      </p>
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