One of the major selling points for creating virtual reality experiences is emotional impact. VR has proven powerful in terms of affecting our feelings, for instance making us happy, curious, anxious, scared, or excited depending on intention. The last thing you want to do is inadvertently trigger people’s sentiments in unintended ways due to an oversight, or direct attention away from your main point, which is why affect must be thought into every step of the experience’s creation process.
One might say that “ludo-narrative dissonance” has become somewhat of a buzz-word of mine of late, and one would be very correct in saying so. The issues presented in video games when ludic (game mechanics) and narrative expressions do not compute has become a particular interest of mine. So much so that is has become a central part of my Master’s Thesis: “In order to create a cohesive experience of play and story, ludic and narrative elements must align in meaning and expression”.
Caroux and Isbister recently published a study on game HUDs (head-up displays) that examines user experience. Today we’ll take a closer look at this study and some general ideas concerning video game HUDs.
This is just going to be a short blog post. As some of you may have noticed I haven’t been posting regularly for a while, which is largely due to exams. I have really enjoyed writing and posting this past semester and it makes me very happy to see the continued support for the site and my take on video games. So here is a HUGE thank you to all of you!