The game I decided to review when it comes to UI elements is Bioshock Infinite. Originally when I played through the game, I hadn't thought about the UI of the game or what kind of elements the designers added to the game to help tell the story. Looking back now, I see all of the elements for wht they are and how they contribute to the story. DIAGETIC: There aren't a lot of diagetic elements in this game, but this is the one that stuck out to me the most. Early in the game, you attend a lottery and pick a ball with a number on it and if your number is called, then you win. What you come to find out is that what you win is the chance to throw the first ball at an interracial couple that they have tied up. To know what number you've pulled, you see your hand in front of you with the ball. NON-DIAGETIC: This is probably the easiest element to spot in games. Here the one I have chosen is the banner that pops up whenever you get a new objective. It appears on the top of...
The game I proto-typed was the game that I have been thinking about for a while and the one I wire-framed for my week 2 blog. The game has seemed really interesting to me, including the perk screen which is the one that is my main prototype. When the game starts you are on the pause screen where the back button will go back to the game. The only button for a page that works here is the Perks button. You press this button and are brought to the perks page. The Available points counter is constantly climbing up to show that the number can increase. When you press the next and previous buttons, the current perk changes and you see the cost of the current perk. There is a button for the perk tree ( which does not lead anywhere ) and a back button to get back to the pause menu.