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M. Campassi's avatar

Really enjoyed your article, especially the breakdown of how diegetic interfaces aren’t just stylistic choices, but tools that shape the emotional and strategic tone of the experience.

Countless examples came to mind while reading, but the Dead Space and Alien: Isolation ones hit hard. There’s something inherently powerful about a UI that doesn’t interrupt the story, but becomes an integral part of it.

I’ve been thinking a lot about how this applies outside of games too, especially in project management tools, where the interface often dictates behavior (sometimes unintentionally). So many communication missteps and team misunderstandings could be avoided if platforms were more intentionally tailored to the people using them.

Thanks for this deep dive! Subscribed and looking forward to more.

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