@manticored said:
Three words.
Heads Up Display
A HUD is one of the most immersion breaking elements in a game, it completely changes the perception of a game and constantly reminds you that you're playing a game. This is one of the regards where PC gaming is done so correctly, HUD elements can generally be completely disabled and if they can't by the game you can generally force them to be disabled by configuration edits or mods.
Actually some of them can be designed in a contextual manner, like a first person helmet view that it's a display on the visor. Just take Halo, Metroid Prime, and DOOM as examples.
But even outside that, c'mon man, as much as we want a seamless experience, the interface - from health, to shields, energy levels that fuel our powers (stamina, adrenaline, mana, fusion cells, etc...), enemy health, weapon ammo, weapon/armor condition, spell status effects, power cool-downs.... that is essential information we actually need to execute our combat strategy or engage the world in other ways.
I know there are some games with a "hardcore" mode that disables a HUD, but since a game can't provide actual sensory feedback, such as what pain does to inform us of our injuries, how are you going to know when you have the endurance to be aggressive, or when you need to be defensive? The bar may be "antiquated" by some standards but it works.
Immersion is really about focus. We only really notice the HUD when we need it, but the rest of the time our focus is on the avatar (unless we're in first person) and the world through which our screen is a window into that we simply allow ourselves to get lost in. It's just like reading a book, after a few seconds we forget that we're holding it, forget that we're sitting on our couch as our mind creates the images formed by the words and we're transported. Or the way we tune out background noise to zero in on a conversation we're having or just the TV we're watching. Similarly all this management of focus is being processed by our brain in the background, that while we're absorbed in the moment, we're innately taking in the HUD info and seamlessly translating it to our actions, so effortless we barely even notice that it seems to be an autonomous reflex.
Now it may be noticeable in a new game, as we're still learning the interface and the mechanics. But after a few minutes, once we've acclimated we develop those reflexes and the subconscious takes over, creating a fluid flow of action to our active perception, to the point that we just think it, our hands carry out the commands seemingly independently, and we see the results on screen.
The real thing that breaks immersion, is our own stubborn perception to notice that it's all a simulation. Because it always will be and every game has its limits to how far it can create the illusion of its own reality. Just like with a movie, you have to relax to allow suspension of disbelief to take over.
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