The impact of user interfaces for the enhancement of narrative elements of a video game Mattia Bellini University of Milan Milan, Italy bellinitia@gmail.com “multi-media”, and many are the attempts to establish a two- ABSTRACT User interfaces are substantial parts of the gamer’s way multimedia approach (like in many Nintendo DS experience, but they are not only showing useful information games). Talking about the visual appearance of a game, we to the player. Indeed, they can also be used to transmit can distinguish two layers: the “lower” layer is the one of the narrative elements, even if sometimes only under the form of gaming world, characterized by the purpose to create a the “mood” of the game. Since interfaces can be used to fictional environment in which the player can act through enhance storytelling, their design should be aware of issues his/her in-game alter-ego, i.e. the Player Character (PC); on of narrative theory. The suspension of disbelief is probably the other hand, the “upper” layer is constituted by the User the main cognitive mechanism to be considered, that is the Interface (UI), with the purpose of showing important process of both knowing and forgetting that what is information to the player, without which is practically happening in a game is fictional. The equilibrium between impossible to play, but which sometimes are not part of the those two sides is precarious. This is why all the narrative fictional world itself. It is a well-established custom to have elements have to be created to keep the balance: user a UI to display all needed information to the player, so much interfaces are not excluded. In this paper, the focus of the that, contrarily, it is strange to not find one at all. Of course, analysis is the possible contribution of interfaces to the this distinction is arbitrary, as there might be borderline and storytelling, and the contribution of narrative theory in game halfway cases, as we will see. design, particularly regarding the suspension of disbelief. In this paper, the focus of the analysis is on how and to what KEYWORDS extent the visualization of information in overlaying Video games, Storytelling for video games, User interface, interfaces is concurring to the storytelling, and on the issues Semiotics, Suspension of disbelief. and possibilities of UIs in the sensemaking process, to enhance the narrative aspects of a game. INTRODUCTION Many aspects of the development of a video game must deal RELATED WORKS AND METHODOLOGICAL NOTES with the assignment of peculiar meanings to shapes, colours, Many studies concerning the relation between different game music and tactile feedbacks. Images, sounds and even elements and narrative have been done. Probably the most vibrations constitute, in a broad sense, a multi-sensory felt one is the relationship between narrative and gameplay interface whose function is to make the game understandable (see e.g. [19]). Other studies focused on the analysis of and playable. certain more particular elements of games with narrative, among which it is to be noted the study of the relation What I intend here by “multi-sensory interface” is a between game mechanics and narrative [11]. The results of connecting system that enables a person to exchange multi- that study blink at the distinction made in many theories on media messages with a software application (the game, in game design (see e.g. 1, 5, 6, 9) between formal and dramatic this case) constituted by simultaneous, intercurrent or elements, not denying it, but showing that the line between convergent use of different media, tools and languages (text, the two is not completely clear and, then, showing that graphics, animations, sound, static and moving images, dramatic elements i.e. narrative- are pervading all the aspects vibrations). It is clear why the exchanged messages are 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 GHItaly18: 2nd Workshop on Games-Human Interaction, May 29th, 2018, Castiglione della Pescaia, Grosseto (Italy) what they call “diegetic” and “non-diegetic” UIs, as we will Copyright © 2018 for the individual papers by the papers' authors. Copying permitted see below. for private and academic purposes. This volume is published and copyrighted by its editors. Contrarily, there have been some writings claiming that game (e.g. as in the old games of the Final Fantasy series), video games are not generally telling stories, and video game the UI contains many information extremely useful for the development has not to deal with a storytelling process as player, without which, in many cases, the game is not commonly intended [14]. playable. An important part of UIs is the so-called Heads-Up Display (HUD), that is the in-game section of the interface, I disagree with the idea of dividing storytelling and game showing normally the health bar, a mini map or many other design in the development of a game (not alone: it will be information. Menus are another relevant part of the UIs and enough to compare the positions of [17] and [18] or, more in are composed normally by a panel with different options. general, [10]), I do agree on the other hand with the felt need The remaining part of interfaces are other layers, differently to find a theory of (interactive) storytelling that fits into game shaped and organized, used to better show a part of the game development. Such a theory should include and fit together world to the player. Even if they are detached from the game all aspects capable of transmitting narrative elements to the world, both menus and HUDs are part of the game, and they player (in accordance with the claims of [28]), it should not have a role in the sensemaking process that should not be only consider cutscenes and dialogues, but also elements that forgotten, as they concur in the creation of the atmosphere of have a less evident influence, and it should relate them to a game. Menus also give the first impression about a game, their specific contribution to storytelling, if any. Since there since generally the very first interactive part encountered by has not been a research over the impact of UIs on a player is UI, in the shape of the main menu. storytelling, the scope of this paper is to show how, generally, also the simple and almost-left-aside design of UIs The behaviour of these parts of the UI is sometimes very can be very useful, or very spiky. It is clear that all the UIs different even in the same game, but they are nonetheless system may vary a lot and may be very different from one capable of transmitting elements of the story, also only by game to another, and from one game genre to another: for giving a general idea about the game narrative. It is sufficient this reason, some categories of games will be excluded from to see what happens in The Elder Scrolls V: Skyrim (TESV: my reflections, since they need a more detailed analysis and Skyrim; Bethesda Game Studios, 2011): the design of the a different approach to narrative: puzzle games made of only main menu with the dragon emblem, the fog/smoke and the UIs (e.g. Tetris (Various, 1984), Candy Crush (King, 2012) choral music brings the user into an epic fantasy world with and the like) and in general games in which players are not dragons and an unknown language before the game is even manoeuvring an alter-ego. I will focus instead on the games started. To have a clearer view on the impact of those in which exists a PC, both expressed or implicit (e.g. in car elements on the narration, a distinction has to be made first. racing games). TYPES OF HEADS-UP DISPLAYS My analysis will be conducted firstly by applying semiotic For a matter of simplicity of explanation, we will talk first categories to video games (particularly interesting will be the about HUD and I will later try to extend the same distinction Halo series by Microsoft) to define different types of UIs that to menus and UIs in general. A distinction that is useful to is possible to distinguish in video games, to better see how make is that between external-HUD and internal-HUD or, they are related to the game world. By analysing two with a more literature-oriented definition, I would say different game series, namely the Assassin’s Creed series between heterodiegetic HUD and homodiegetic HUD. This (Ubisoft) and the Grand Theft Auto series (Rockstar), I will distinction is based on the relation between the game world point out an apparent trend of the design of UIs, tending to and the interface itself, i.e. how the latter is being created in prefer in the last years less visually impactful interfaces. relation with the former and integrated in it. As we will see Secondly, on Juul’s footsteps [15], theory of literature will in a moment, this distinction entails a totally different view be our magnifier, through which we will study the different over HUDs and their integration in the narrative of the world. behaviours and impact on storytelling derived from the On the one hand, what I call external-HUD is the most diverse semiotic nature of UIs. The analysis of the main frequent custom, in which the interface is totally detached menu of the most famous game by Bethesda, The Elder from the fictional world and its characters. In this first case, Scrolls V: Skyrim, together with some other major games, what we have is a simple layer inserted in the screen between will help us to see the possibilities of UIs. Lastly, thanks to the world being played and the real-world player, a layer that this split point of view, I hope to give some key points to displays information that are as useful as valueless (from the follow in the design and development process of UIs. The point of view of the in-game characters). An example for this studies on the different games has been conducted by kind of interfaces might be the Grand Theft Auto (GTA) San approaching critically the titles, to alienate from the mere Andreas (Rockstar North, 2004) interface, in which all the state of player and have a detached third-person view. information like active weapon, ammunitions, health bar, etc. are placed in a layer stuck to the player’s camera lens. UI, HUDS AND MENUS The more recent Grand Theft Auto V (Rockstar North, 2013), UI is something generally detached from the game represents a slight change of perspective, and underlines a environment, normally visible only to the player (and not to trend that is gaining consensus. the characters) and only during the play sessions (disabled, e.g., during cutscenes). Even if it is not always present in the On the other hand, internal-HUDs are a less travelled road, GENERALIZING THE DISTINCTION but, I believe, they have the huge benefit of improving As mentioned, the distinction between external and internal immersion, by integrating the UI inside the game itself. 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 multi- sensory 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 Figure 1 – Scheme of the relative position of PC, player’s eyes “square” there is a screen with which it is possible to save and, respectively, external or internal UIs: in external-UIs the and load the game. This can be intended as a meta-menu, in interface is a layer seen only by the player; in internal ones, the which an in-game menu is applying effects on the game interface is visible also to the PC, whether the player sees the itself. Anyway, also in this game an external menu is used PC or not. for the general options like music and video settings, and to What we have here, differently from external-HUD is that all show the achievements of the player. the information showed are not placed in a layer stuck There is still a large part of the UIs that has not been treated, between game world and players, but rather in a layer i.e. the variable number of interfaces where users come 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 across during the game and that are created for a well-defined character, and all the information s/he sees are shared with in-game function. They respond, normally, to the need of a his/her in-game alter-ego. In the Halo series, for example, we more precise interaction with an in-game element, in have a HUD that is visible also to the player’s character, as comparison with the normal game mechanism, and they constitute of an element that is presented in a “zoomed” way it is a projection on the screen of the helmet he wore during to the player, like the interface used for the lockpicking the game, created by the computer installed in his high-tech armour. When the helmet is offline, no UI is visible to both minigame in the already cited TESV: Skyrim. For this kind of the player and the character (like in the very beginning of the UIs, the mimetic intent is the most frequent custom. This game Halo 4 (343 Industries, 2012)). Of course, this is more makes no surprise since our kind of UIs is generally by its own nature the direct reproduction of an in-game element problematic to realize when the camera is not in a first- that is recreated similarly to the “real” (fictional) element, person view, and indeed, even in Halo, there is an exception of the mimetic internal-HUD way of displaying the but in a way that facilitate its usage, whatever function it information: when the point of view is switched to third- absolves (i.e. both an active function, like the Skyrim locks person (e.g. when riding vehicles), the interface remains to lockpick, and a passive one, like the map on the wall in visible, violating the general iconic intent. “Icons”, on Pokémon games). Pierce’s footsteps, are the product of a primary modeling Lastly, when the UI is used to highlight a part of the game system, and their main characteristic is their “topological world inside the world itself, again the behaviour can be of similarity” with the object they are standing for. Of course, both types: in TESV: Skyrim, for example, the pointer is an this switch from an internal-HUD to an external one is not external one, since the PC does not see it, while again in Halo noticed by the player. S/he is deceived by the fact that the it is internal: showed on the screen of the helmet. interface looks always exactly the same, even if there are actually two HUDs that are completely different in the very I already mentioned to not agree with the distinction (made substance. This might be considered a borderline case, but in [29]) based on four different types of UIs because it does the hope is that it is enough clear to show what is intended not consider the essence of two of them. In the article, the with internal-HUDs. Also, it suggests that there could be writer distinguishes between non-diegetic, spatial, meta and cases of interaction of the two different types of HUDs (and diegetic UIs. Notwithstanding the interesting way of UIs in general), in which, in a single view, we may have operating the distinction, it does not take in consideration internal and external element (e.g. the Metal Gear Solid that what it is called there “spatial” and “meta” UIs consist (Konami Computer Entertainment Japan, 1998) Codec, in basically of different ways of showing the interface to the which iconic elements are mixed with non-iconic ones, like player, not different essence of the interfaces themselves. text). 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 game must be coherent with the general setting in which it is HUD as always external, but we have already seen that this inserted and with the other elements. If something is not is not true. settle with the environment, it will disrupt the suspension of disbelief. Those two ways seem to present no complications in the analysis of UIs and its impact on narrative, but the This general cognitive mechanism must deal indeed with the sensemaking process used to represent them is slightly problem of having a playable world that is composed of a set different, and this difference is in turn impacting on the of signs that should have a uniform appearance and a storytelling: as mentioned, internal-UIs are formed by their meaning that is internally coherent. There are many own nature with a more iconic intent, that is, they tend to influences to take into account, since many semiotic represent in a realistic way the fictional world in all its resources are concurring in the production of the overall aspects. Indeed, they represent directly the reality of the content. If we increase the complexity of the content to be player’s character. On the other hand, this is not true for transmitted, more and more sign systems should carry a external-UIs, where the interface is made of signs stuck on coherent set of information for the user to understand it in a the “window” through which the player sees the game, and correct way. This set of information, i.e. the set of signs thus not representing anything as a complex set in a realistic constituting a video game, has to be coherent both internally way. However, this does not mean that no icons, intended as and externally. For internal coherence I mean the signs with a mimetic intent, are involved in the creation of consistency within the sign set of each sign with the others, external-UIs. The difference is particularly important to while external coherence means the agreement of the set enhance the narrative aspects of a game because internal-UIs with the general structure and game world. are making thinner the distance between characters and As for UIs, when we are considering an iconic (internal) UI, players, and they are a preferable road to follow, since they the problem should not arise and if it does, then the issue is help to establish the “suspension of disbelief”. In the case of probably to a higher level, i.e. in the overall construction of non-iconic interfaces, the suspension of disbelief has to be the environment of the game (for a more precise analysis, see considered even more: if for iconic interfaces is almost e.g. [9]). Thus, if in a game set in prehistory there is a automatic, as we will see in a moment, for non-iconic ones futuristic internal-HUD without a motivation, the problem is there should be a precise intent to preserve it with special of the game as a whole. On the contrary, if we are talking precautions. about external-UIs and the elements of the interface do not THE SUSPENSION OF DISBELIEF agree with the general atmosphere of the game, then the At this point, it is necessary to introduce in the analysis the problem remains at the level of the UI itself and can cause concept of suspension of disbelief. Jurij Lotman defined the disruption of the suspension of disbelief, if not properly what Coleridge in 1817 called «suspension of disbelief» [4] managed. But this is not always perfectly true, as we are just in his article The place of art among other modeling systems going to see. [20]: SUSPENSION OF DISBELIEF AND USER INTERFACES The player must simultaneously remember that he is A contradiction between theory and practice seems to arise participating in a conventional (not real) situation (a from the case of UIs. The contradiction comes from the fact child knows that the tiger in front of him is a toy and is that UI is always remembering, during the game, the not afraid of it), and not remember it (when playing, the fictionality of the world in which the player is immersed. child considers the toy tiger to be a real one). This memento in theory should break the equilibrium on which is based the suspension of disbelief, thus breaking the When the suspension of disbelief is established, the user magic circle, but actually it does not. This is probably due to finds himself in the “Magic Circle”: «The Magic Circle» is the fact that there is a sort of pact between creators and «a closed circle, the space it circumscribes is enclosed and players, for which if you play a game, you have the UI separate from the real world [...] In a very basic sense, the overlying the world, in the form of HUDs, menus, etc. Magic Circle is where the game takes place» [23]. However, this does not mean that a better solution is not to As previously mentioned, what I intend by multi-sensory be found, if possible. Indeed, in many video game series it interface is the simultaneous, intercurrent or convergent use seems there is a general trend that is leading towards a of different media, tools and languages. In a video game, this simplification of the HUD, to make its impact lighter on the implies that the set of signs carried by each one of those screen and to better keep the player in the magic circle. If we media must be coherent both internally and with the system, compare the HUD in Assassin’s Creed (Ubisoft Montreal, because «the expectations regarding an object (in a video 2007; the first game of the series) with the one in Assassin’s game) are in fact expectations regarding the regularity of the Creed: Origins (Ubisoft Montreal, 2017; the last one since system» [27]. In this sense, this simultaneous exchange of now, 10 years later than the former), we notice that the UI is meaning carried by audio, visual and even tactile media must clearly less impacting on the visual interface. The same be shaped in a way that converges towards the same content considerations could be done comparing the already cited or cooperates to carry the same content. Each element of the GTA San Andreas and the more recent GTA V (developed, again, almost 10 years later): from a clear indication of the be generalized to many title screens of games, in particular mini map, active weapon, health bar, etc. to a minimal mini for more recent games (again, a consequence of the trend map with small bars for health, bulletproof vest and skill going towards a more mimetic intent of UIs, already treated). meter. Thus, not all information is displayed in the always For HUDs, the possibilities have already been exemplified, visible HUD, but some of them of minor importance, are but for other kind of UIs, the given chances may vary a lot placed in a mimetic UI shaped as a screen of the phone of the from one case to another and from one genre to another. In a characters. Also, weapons are showed in another interface, point-and-click game, for example, many part of the game which appears only when needed. are UIs, in the sense that they are used for a well-defined in- game function and direct reproduction of an in-game Those two examples, together with many others, are showing element, presented in a “zoomed” way. Apart from point- us that the issue of the disruption of the suspension of and-click games, examples could be in-game books or disbelief caused by UIs is heard as a problem. However, documents to read in a separated interface, events seen there is a certain level of acceptable incoherence in a fictional through a screen of a CCTV camera, etc. product, but it must be remembered the effect of Woloda’s behaviour, «that took away all the fun of the game» [20] in FINAL CONSIDERATIONS AND FUTURE STUDIES always remembering its fictionality (a similar position is the Concluding the analysis, it is possible to point out some notes one of Caillois [3]). The same effect will be produced if the for the creation of a UI for a game (that is a game with a PC, fictional elements are too narratively far-fetched and not expressed or implicit): after having defined if the interface is justified by the narrative of the game. 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 USER INTERFACES AND STORYTELLING inserted; thirdly, during the process of designation and It has already been introduced the possibility given by UIs to creation of the UI, the elements constituting it should be transmit narrative elements of games, but it would be shaped in a way that coherently fit with the atmosphere interesting to have a closer look over the phenomenon. What decided for the game. 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 In general, internal-UIs are to be preferred since they can rather all the elements concurring in the creation of an enhance immersion, they are used to better keep the player atmosphere surrounding a text (of whatever form of text we in the magic circle, and they give more chances to the are talking about). The atmosphere of a book may be given storyteller than external ones. However, when an internal by the cover, by images and even by the font chosen, before interface is not filling in the set or atmosphere of the game, even reading it. This is what is called here the “atmosphere”: or simply are not suitable for the function it should a sort of mood in which is carried the public (user, reader, accomplish, external ones can be used, if designed in a way player, etc.) through the text s/he is accessing. This mood has that does not break the suspension of disbelief. The not to be considered a peripheral part of the storytelling, but advantages of enhancing the immersion are proven rather it is sometimes a crucial aspect for the narrative itself, empirically by a general trend particularly visible in famous as proven by probably the most famous English tale of video games series, in which the latest games have a lighter modern times: in The Raven by Edgard Allan Poe, it is clear presence of UIs compared to the previous titles. the importance of the mood in which the character finds In this brief overview of the impact of UIs in game himself during the events, but it is not less clear the immersion and storytelling, I opted out an extensive portion importance of the feelings of the reader in understanding the of games, that are of particular interest regarding casual story. Forgetting them would not lead to a proper gamers: puzzle games and games in which players do not interpretation of the tale. Refusing the importance of the control a player character. In further analysis, it would be mood of the public when talking about a fictional interesting to see how UIs behaves in those games, regarding environment, would mean claiming that a horror game would immersion and the suspension of disbelief. Furthermore, be exactly the same with no dark, with cute kittens or with notwithstanding the capability of internal-UIs to actively happy music in the background. drive the story, it would be interesting to analyse also this Since the UIs are part of the visual interfaces, and I believe possibility regarding external ones. visual interfaces constitutes without any doubt a crucial part What has been told since here tells us the impact of UIs on in the creation of some feelings in the mind of the players, the storytelling of many video games, in respect also to the then it is clear that also UIs can be very useful in the creation different kind of UIs is possible to find in those digital of the mood. products. Apart from this and on the contrary, the storytelling Keeping this in mind, the possibilities given by UIs to can be very useful when developing the appearance of UIs to enhance the narrative aspects of a video game are countless, give a strong motivation for them, and in particular when and, as every other part of video game development, highly talking about internal ones. This has not to be seen as a depend on the project they are inserted in. An emblematic claiming that storytelling can justify everything, but more example of this has been already mentioned in regard of the that in the development process, the story in its broad sense title screen of the game The Elder Scrolls V: Skyrim and can must be carefully considered, or the player would end up of computer game research. Volume 1, issue 1. remembering to not be an Orestes, but a Hamlet. http://www.gamestudies.org/0101/juul-gts/ 15. Jesper Juul. 2005. Half-Real. 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