Player + Game Relationship
One of the ways in which Tacoma attempts to build a connection between the game world and the real world is through its HUD. Normally such a UI would be immersion breaking. A HUD would exist for the benefit of a player, showing ammunition or a minimap. This makes the game more practical to play. However it also makes a game less immersive, since the player is seeing things that the player does not. However, Tacoma does not suffer from such an issue. In the game, the HUD is experienced by both the player and the character. The HUD is explained in game as an AR device used on the space station. This explanation degamifies the HUD, turning it from something that takes one out of the game world, and turns it into something that pulls the player further in.
IMG HERE OF TACOMA AR
The Spectrum Retreat performs a similar feat, though to a lesser extent. It is a game that lacks a need for extensive UI elements. However, when it does come into play it is still often integrated into the game world in some way. For example, many instructions are delivered to the player through the character’s phone.
IMG OF PHONE
In cases where such integration is impossible, the UI is as unobtrusive as possible. There is a centering dot to make movement and aiming practical and pleasant, but it is small and does not stand out. Occasional tooltips will appear, but only when hovering over key items/objects.
IMG OF DOT/TOOLTIP