A Proposed Taxonomy for the Design Qualities of Video Game Loading Interfaces and Processes
DOI:
https://doi.org/10.26503/dl.v2023i1.1928Keywords:
game design, archaeogaming, loading screens, game user experience designAbstract
Though ubiquitous, the design and development of loading interfaces and processes has not received the critical attention in games studies that their presence deserves. As interfaces, they illustrate a designer and developer’s desire to create game experiences that push the technical limits of available computing hardware. While loading screens are well known, loading interfaces span myriad forms. From an archaeogaming perspective, this paper examines how the design of video game loading interfaces and processes is a response to ever-increasing demands for higher fidelity gaming experiences on the behalf of players and designers in the face of hardware limitations. This histography of loading interfaces and processes is one of technical and design innovations that demonstrate the ethos and telos of designers. Through an Interface Study, the following design qualities of loading screens were derived: hypermediacy and transparency, diegetic and non-diegetic, passive and interactive, and pedagogic and misdirection. We conclude the paper by looking at case studies that exemplify the derived design qualities of loading interfaces and processes.Downloads
Published
2023-06-20
Bibtex
@Conference{digra1928, title ="A Proposed Taxonomy for the Design Qualities of Video Game Loading Interfaces and Processes", year = "2023", author = "Antognoli, David and Fisher, Joshua", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://doi.org/10.26503/dl.v2023i1.1928}", booktitle = "Conference Proceedings of DiGRA 2023 Conference: Limits and Margins of Games Settings"}
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