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Games Theory Monday 15th September 2014

Here i shall talk about HUD Design in the Call Of Duty Ghost print screen and the player experience, this print screen at the bottom right hand side above this text shows how much ammo capacity there is, and what power they have to use, here this person can use a sticky bomb which is an explosive, the map is transparent so that you can see players that e.g. was to be hiden behind the map, at the bottom left hand side of the print screen it shows the scoring system as to who is winning and who is not winnin. There are three different letters A, B and C that are trigger events that when you capture one of these flags/numbers it will help gain score towards your team. At the top right hand side of the print screen shows what position the gamers character is in towards there team and how much the score, kills, deaths and captures the user has recieved. The HUD on this game is transparent so you can see through it so this allows the user to see friendly or enemy characters that are behind the HUD. Direction of state is used in this game as you can not e.g. shoot a person that is behind your character until you turn around. This game shows sustained state of character when your character is show it will show a curved line in a colour of red as it does on the print screen in which the user is being attacked from that position on the top right hand side of them, as a character becomes close to death on this game the outlines of their screen will turn red and if they sustain that damage, their health can recover over a period of time.

Games Genres

I have chosen to look at the game Call Of Duty Ghost, this is a first person shooter game, the genre of this game is war. The main colour of the characters are black and white so that I denot that it allows them to blend in to their surrounding a bit more than if they was to wear bright armour. The HUD “Heads Up Display” is all transparent as if the user on the game was running around and it wasn’t transparent then they could be shot from behind one of these HUDS. Throughout every different game mode objective the HUD always remains the same and should be the same on every other game, the font on this game consist of the same, it is normally in a bald text which is easy to read for the user.

Character Charactistics

How I imagine a character to be on Call Of Duty Ghost, I imagine the character to be able to not stand out so that the character can blend into the background without being able to be easily seen by the enemy, I expect the colours to be fairly dark so the user can blend into the shadows a lot easier, I expect the friendly people on the characters team to be blue so that the character is aware who is a good person and who is a bad person and I expect the enemies to be in the colour of red as of the meaning for the colour red is evil. The HUD should always be transparent and always show who the allies and enemies are.

Emotional Themes

In Call of Duty Ghost, there are many different emotional themes, the game consists of vengeance, escaping, freedom, retaliation, survival and violence, the reasons it does this is because this is something the user wants to see, they want to be drawn within the game and feel like they are living that moment in the game and that’s when some people become addicted towards the game as some people go into their own trance when playing the game.

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