I am currently in the geymdisayn phase of a first-person survival horror project, and I am debating whether to move all UI elements directly into the game world. Think of the holographic displays in Dead Space or checking a physical map like in Metro. My concern is that while it looks amazing and clears the screen of clutter, it might frustrate players during high-stress encounters. If a player has to look down at a physical watch to check their health while being chased, does it add to the tension or just become a mechanical annoyance? I want the interface to feel like a natural extension of the character's gear, but I’m worried about 'interaction fatigue.' Has anyone found a middle ground where the UI stays immersive without sacrificing the quick readability of a classic overlay?
Announcement
Collapse
No announcement yet.
Implementation of Diegetic UI in Immersive Sims
Collapse
X