Diegetic UI and the balance of immersion
DiscussionComments
While the parallel is interesting, aircraft HUDs are technically a form of diegetic projection designed to minimize head movement. They differ from traditional game overlays, which are non-spatial layers that exist independently of the game's 3D coordinate system.
The idea that diegetic UI keeps your eyes on the action is a stretch. If I have to look down at a character's wrist or a gauge on a wall to see my health, I'm not looking at the monster trying to kill me.
We need to stop pretending this is a choice between immersion and utility. Most modern AAA games just strip the HUD for cinematic reasons and then wonder why players get frustrated when they can't find a basic objective.
The distinction regarding flow state is accurate. Overlays reduce cognitive load by utilizing peripheral vision for status updates, allowing the foveal vision to stay locked on the gameplay loop.
This also touches on accessibility. Traditional overlays can be scaled or moved for players with visual impairments, whereas diegetic elements are usually baked into the world and cannot be adjusted.
Does that flow state actually come from the overlay itself... or is it more about how the game handles the complexity of the systems? I wonder if a diegetic UI could ever reach that same level of efficiency...
Consider aviation HUDs. Pilots need critical flight data projected in their line of sight precisely because looking down at a physical instrument panel during a high-G maneuver is dangerous.
diegetic ui forces you to actually look at the game world instead of a menu.