Bad Sector
Arcane
- Joined
- Mar 25, 2012
- Messages
- 2,224
For other reasons too, but mostly because I value diegetic design very highly, one of the reasons I respect Dead Space.
"Diegetic" design is usually a gimmick - even in Dead Space the whole thing breaks down if you think a bit about it: even if the excuse that the bar is in your back for others to see would be accepted, it still doesn't explain how the suit can know that, e.g. you have a broken bone and associates some sort of percentage to your overall health. It kinda assumes that the world itself is running with game logic already (kinda how some manga or light novels have stories in fantasy settings where people have levels, XP, unlockable skills, etc) as opposed to being an abstraction for things that are impractical to explain and simulate in detail (and don't get me wrong, such a world can be interesting to have a story in but Dead Space and other games that use these "diegetic" elements the writing and design is not going for anything like that).
There are very few working examples of "diegetic" UI done right and they all work when they both make sense and aren't trying to replace something that tries to bridge the gap between the game's supposed world and the reality of interfacing with that world though the limited approximation that is a 2D monitor with some input device (ie. anything sort of a "full dive" virtual reality system). One such case is how you interact with objects in Frictional Games' games with your mouse which adds a bit of feeling like you're actually interacting with them but without taking anything away in the process - and the games still have abstractions for stuff that would be too cumbersome or impossible to do (e.g. you have an inventory screen instead of... i don't know, looking down your pants and using the mouse to fiddle with your pockets or whatever to avoid showing a GUI).
but they do serve to give the protagonist some agency and personality. The Avatar in Ultima Underworld, the Chosen One in Fallout 2, I think they're memorable characters because of what they can say to all the different people around their worlds
IMO this really depends on if the PC is supposed to be an existing character on their own you are guiding (like, e.g. Shepard on Mass Effect or Geralt in Witcher) or a character you have created (e.g. the main character in Morrowind or New Vegas). If the former then having precanned dialog choices in a way that gives off some sort of "character" makes more sense, but for the latter i personally prefer either not having dialogs at all (like System Shock and Prey do) and instead only rely on my actions to specify my character *or* having a more abstracted conversation system like the keyword-based conversations in earlier Ultima games or Morrowind.
Of course it is a preference but personally i often find my idea of my character clashing with what the available options are in conversation dialog choices (and sometimes how these choices are interpreted by the developers, when they do not map 1:1 to what the character would say). So since we can't have natural conversations with NPCs (and the associated body language, when that would make sense), i'd opt for the abstracted approach that works best with what our interfaces and computers can actually express and work with that wouldn't clash with my understanding of the character (after all for a computer if you select some precanned dialog choice or some keyword is exactly the same thing).
Amusingly, one of the worst examples of Half-Life copycat decline, Doom 3, also badly ripped off System Shock's storytelling - retarded audio logs everywhere that can't be rewound or paused
Most of the audio dialogs in Doom 3 is for optional fluff and the real meat is in the emails stored in PDAs - there is way more text-based content in Doom 3 than there is dialogs and all important codes are in emails. You can play the entirety of the game without needing to listen to a single audio log. In the original game (ie. not BFG) you can also skip all cutscenes if you want without losing anything (BFG makes cutscenes unskippable for some reason though the RBDoom3-BFG source port adds back the ability to skip them). I have finished the game several times while listening to podcasts and aside from a few storage lockers that had their codes in audio logs, i never had any issue skipping any cutscenes or not listening to any audiolog.
(also as a sidenote, since you brought Doom 3 up, Doom 3 also has a good example of a "diegetic" element done right: all in-world UI screens are interacted directly just by pointing the camera at the UI elements without needing to enter some special UI mode or anything since you are already using a pointing device to move the camera around and it is done very smoothly and naturally without taking anything away from the rest of the game - it doesn't work as well with a controller though - in BFG - but even with a controller it is good enough to not feel as if a dedicated UI mode would be needed)