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ELEMENTS OF UI

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 screen in the middle and is front and center in order to tell you what you need to do next. It is easy to see and helps you figure out what you are doing.
SPATIAL: This is something that I thought I would have a hard time finding in a game like this, but then I remembered the spatial element in the game. When you need a hint as to where to go, a big green arrow appears on the floor in the direction that you should be going. It is affected by what is on the ground so it is in the world, but it is not a real object.



META: In the game, there comes a point when you drink a potion and obtain a shield that will keep you safe for a few shots before you actually get hit. It refills after some time when it is broken and it essentially gives you more health. When your shield is broken, you see it on the screen, you see yellow cracks on the screen and that signals to you that your shield is broken and that you are about to start losing health.

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