Narrative elements, objects, characters, actions and events which exist internal to the game world, rather than simply as information for the player. Aspects of the game and its universe which are–theoretically–accessible to the player character. Non-diegetic (or extra-diegetic) elements often include a game’s HUD, tutorial information and menus. Much discussion of diegesis is concerned with converting the extra-diegetic into more immersive forms.
“Far Cry 2‘s map is a prime example of diegetic UI. A weathered map held up in real-time by real (digital) hands guides the player, while the action carries on elsewhere.”