Off With Their HUDS! 128
Gamasutra has a piece looking at the move to unite player and gameworld by removing the HUD from the gameplay space. From the article: "Many elements found on a typical HUD are there not out of necessity, but out of convention; they represent a sort of 'info overkill' that, for the vast majority of players, has no impact on gameplay at all. For every piece of information you offer the player, ask, 'Is this information essential to the game experience?' In doing so, you might find that you don't need to bombard the player with quite as much data as you once thought you did."
HL Series (Score:5, Informative)
-You get a weapons menu when you try to scroll through weapons but otherwise it's not there
-You get the flashlight in the top right
-You get health, armor and ammo
Then you have games like Deus Ex: Invisible War.
-Half the stinkin screen is HUD. To make matters worse, the HUD is elyptical so it creates this circle in the center of your screen that is the only useful part of your video display...
Nuff said.
Re:HL Series (Score:2)
Re:HL Series (Score:2, Insightful)
Although what I think would be really cool for that type of experience would be when you're in the thick of a combat the hud should fade out so you can't really gauge how much ammo and health you have. But that's just my sickness.
Re:HL Series (Score:1)
but dude, i agree with all of the above. I never notice ammo level til after the gunfight or when i have left "auto switch" turned on and rocket myslef to oblivion.
And the fading out makes a deal of sense too....... Never been in a gun battle myself (obviously) but does make you wonder if anyone can keep track of full mags whilst running hell for leather and trying to aim and dodge too (admittedly most of the gunfights in fps's would be impossible irl im sure).
I have oft thought the
Re:HL Series (Score:3, Interesting)
Re:HL Series (Score:3, Insightful)
In most FPS games, the cross-hair is a stationary object, because the player is always facing exactly where they are aiming. This means that PvP gamers could "cheat" to get an edge on their opponent by adding a cross-hair to their monitor with a small transparent vinyl sticker, or even hanging a weighted string down the center, and taping another string across the horizontal axis.
Re:HL Series (Score:2)
Re:HL Series (Score:2, Interesting)
Perhaps ID had it right all along with the original Wolfenstein 3D. A picutre of the characters head would get progressivly more bloody as their health went down, tho it did have a % score as well. A quick glance at the state of the picture was always a quicker way to get a feel for your health than distracting yourself by reading and interpreting percentage.
Do I feel lucky? (Score:3, Funny)
Well, do ya, punk?
Re:HL Series (Score:2, Insightful)
Re:HL Series (Score:1)
Re:HL Series (Score:2)
I think that if there wasn't an ammo 'pool' it
Too much to ask? (Score:5, Interesting)
Re:Too much to ask? (Score:1)
Re:Too much to ask? (Score:4, Interesting)
Re:Too much to ask? (Score:2)
There are some games that give you this sort of control, but they're usually games with highly over crowded HUD's anyway. If you've played Planetside or Tribes 2, they both have configurable HUDS that are something like this... (at least i think T2 does. I know planetside does.)
Re:Too much to ask? (Score:1)
Re:Too much to ask? (Score:2)
Was wondering about that for a moment...
Why you want a NOT(good) interface is beyond me, but hey, if it's your HUD do whatever floats your boat
-nB
Re:Too much to ask? (Score:2)
Re:Too much to ask? (Score:1)
I don't see what's so hard about customizing the controls.
You mean other than handing the controller to a confused other player?
DAoC's XML UI (Score:2)
Re:Too much to ask? (Score:2)
I've seen some crazy HUD layouts in screenshots, but if it works for that guy...
The Riddick game... (Score:3, Interesting)
Re:The Riddick game... (Score:2)
Re:The Riddick game... (Score:2)
Another World (1991) didn't use any HUD at all and is probally as close as you can get to a cinematic experince in 2D.
it all depends.... (Score:2, Interesting)
Really, the question of whether HUD is more/less realistic depends on what the game is designed to do.
from TFA:
However, nothing screams "this is just a game" louder than an old-fashioned HUD.
Not so! If the game is a FPS, then having a HUD might greatly increase the 'immersion factor' (a factor which I don't necessarily think is part of good gaming...that's another post). A soldier of the future might very well have a helmet w/ an HUD.
another thing, HUD doesn't have to be intru
Re:it all depends.... (Score:1)
I'll grant you that. Something else to consider is that video games have a very limited scope of exposure. You're playing with a simple controller, sound, and a monitor that is very small compared to what your real range of sight is. In real life, you can pat y
Metroid Prime/Prime 2 do this well (Score:3, Insightful)
Re:Metroid Prime/Prime 2 do this well (Score:1)
"Rise" of the casual gamer? (Score:4, Interesting)
Not sure (Score:2, Insightful)
This one isn't hard (Score:5, Insightful)
This one is a no-brainer.
The article isn't just talking about removing HUDs, they want alternative methods of conveying the same information.
Anywho, reading the conclusion gives you a good idea of what the rest of TFA is about
Re:This one isn't hard (Score:2)
Re:This one isn't hard (Score:2)
Yes, that's the classic "turn the user into an information architect" typical
The solution expressed in the article, namely having the game designer decide where should every bit of information go (instead of throwing that burden on the player), looks much more better to me.
Re:This one isn't hard (Score:2)
So what the fuck is wrong with
(a) having the game designer produce sane defaults that will be perfect for most players, and
(b) giving the minority of players who don't like the defaults the power to change them to a system that works better for them?
There's a now classic article from a KDE usability developer pointing exactly what's wrong with that approach. If you come back I can look it up for you. Two main problems I recall are 1) the user who want
Re:This one isn't hard (Score:3, Interesting)
Information clutter (Score:5, Funny)
Information clutter is a buzzword (Score:1)
I used to be in broadcast journalism, and from my def. above, 'information clutter' is mostly used as a buzzword in TFA. Yes, information clutter exists, but not when the user, receiver has control...
you may reply that TV news like CNN, etc. have crawls and graphics all over the place that are not changable...indeed they do, but it's not the USE of the crawl that is bad, it is what is put on the crawl, and
Red Orchestra! (Score:4, Informative)
All information is through visual, sound, or textual cues.
Example1: If you are low on stamina, your guy breathes heavy.
Example2: To find out how much ammo you have, reload and you'll get a message that says, your clip is heavy etc.
Example3: You don't get cross hairs. If you want to aim, you hit ironsites and it brings you guy up to your eyelevel and you use the 3d model to aim.
Very fun... Very realistic... Prolly the best WWII sim out there and these guys are an indie company.
Re:Red Orchestra! (Score:2)
The thing is... those are tools the player generally needs in order to succeed in the game. If you're going to go with something vague like, "your clip is getting light", you'd better not make it catastrophic for the player to run out of ammo.
The few games I've played that used naturalistic elements like these to communicate your character's health ended up being quite frustrating, because I was unable to properly gauge whethe
Re:Red Orchestra! (Score:5, Interesting)
Now that would be an interesting game experience!
Re:Red Orchestra! (Score:1)
Rainbox Six did this (at least in the PC version). If you were not killed outright, you would be forced to lip around. It was a terrible handicap to have, especially if you had to navigate any ladders.
Re:Red Orchestra! (Score:2)
Re:Red Orchestra! (Score:2)
Re:Red Orchestra! (Score:1)
For any other type of game, limping around at a disadvantage is simply not fun.
Re:Red Orchestra! (Score:1)
http://www.abandonia.com/games/568/RobinsonsRequie m [abandonia.com]
http://www.abandonia.com/games/590/Deus [abandonia.com]
I remember one time I played, as soon as I entered the game a bird came and plucked out one of my eyes... I had
Re:Red Orchestra! (Score:1)
Btw, Deus Ex had a bit of what you're suggesting, only to a lesser extent, I remember having both my legs in the black, so the only way I could go on was to crawl on the ground.
Re:Red Orchestra! (Score:2)
In _Deus Ex_ (the first one), your body has six zones: two legs, two arms, torso, head. Take damage to your arms and it affects your aiming. Take damage to your legs and you can't run any more. Take more damage and you can only crawl. (of course, even if your legs are at 0/0, you can still crawl..)
[take enough damage to your torso or head and you die]
Re:Red Orchestra! (Score:2)
It probably wouldn't matter. Except in games that "throw away" unused ammo in clips that you swap out, most players reload after every kill. Empty clips simply never happen.
In games that do keep track of ammo on a per-clip basis generally focus on one to two bullets killing someone so a nearly empty clip still isn't much of a problem.
Hearing click-click as yo
Re:Red Orchestra! (Score:1)
Re:Red Orchestra! (Score:3, Interesting)
If you have 50 rounds in a PPsh Soviet submachine gun and squeeze the trigger for 2 seconds... How many bullets to you have in the gun? What about a Mp41 or a Stg44?
You might be able to make a guess of how many bullets are left by your guns weight or pervious experien
Re:Red Orchestra! (Score:2)
If you're squeezing your trigger for a full two seconds, there's probably some pretty serious shit going down and you'll be dead in a few moments. The way aiming and recoil work in RO, you're only accurate if you fire in bursts so the only occasion to spray is when you're surrounded.
In answer to your question, you'll probably have around 1/3 of
Re:Red Orchestra! (Score:2)
You might be able to make a guess of how many bullets are left by your guns weight or pervious experience, but there weren't Aliens-esque LED's on these guns back in 1941 telling you how many bullets were in the thing.
One might argue that realism does not necessarily equate to fun.
Re:Red Orchestra! (Score:1)
Not to mention, it's not all that realistic to expect average gamers to have the same level of military training that their in-game character has.
Re:Red Orchestra! (Score:2)
Re:Red Orchestra! (Score:1)
Removing a HUD is not an easy task (Score:4, Interesting)
If you were to try to make a fighting game without a health meter, you would have to convey the state of health of the player in a different manner. This could probably be done through modifying the character animations, and by changing certain key textures. But this solution will require custom art assets for every player in the game, and it would need to be quite detailed. This will add months of development time to what should be an otherwise very quick job. On top of that, while the efforts to remove HUD Elements to increase immersiveness can be very effective, such efforts do not deliver the most bang for the buck in terms of improving a game.
Using the above fighting game example, I would much prefer to have the developers add extra characters, or more combat moves.
END COMMUNICATION
Re:Removing a HUD is not an easy task (Score:2)
Re:Removing a HUD is not an easy task (Score:3, Interesting)
Or the game could be designed in such a way that there wouldn't be conventional health points in the first place. After all humans don't have a internal health meter either, so why should fighting games have one? Its just a convention that most fighting games follow these days, because every game did it that way. Bushido Blade is one of the few exceptions,
Armored Core (Score:2)
America's Army (Score:2)
The small font size makes the "Report Location" button useless... I hear the beep, but I can't read the location.
Re:America's Army (Score:1)
Re:America's Army (Score:2)
8 point text is the same size regardless of resolution.
Cycling colors?!? (Score:2, Insightful)
Aaargh! I HATE gratitious animation in programs. Things should NOT attract my attention unless they are important!
The other problem is that fundementally computer games are running on a computer. They are not real life - thus, a HUD showing "your" health is just part of the connection between you and the game-world. In real life, you would already know how you were feeling.
The best choice is choice! (Score:1)
I actually take it ever further, I will remove the gun too. I find I am a better player if I only have the crosshairs.
My point: make them an option that you can turn on/off. OBTW, what the hell ar
Re:The best choice is choice! (Score:1)
Re:The best choice is choice! (Score:1)
Re:The best choice is choice! (Score:2)
I guess it is because all of my gaming experience started with a joystick, (even the early FPS-style; like Descent) so 90% of the time I was used to airplane navigation.
When I started using a mouse to FPS, it seemed natural to continue the joystick style of play. If I hop on a buddies computer and try to use the mouse I am fubar.
Re:The best choice is choice! (Score:2)
Metroid Prime (Score:2)
Similarly, The Prince is always in the bottom right corner of the screen in Katamari Damacy. He's a swell looking little fellow and fun to watch even if he doesn't convey much information to the player. I think it adds a lot to the aesthetics of the game.
This may sound foreign to a lot of nerds, but most people like to use things that look nice. The interface of a game is no exception, a neat looking HUD wil
Re:Metroid Prime (Score:2)
The HUD isn't fixed, and moves a little as you twist and turn. It fogs up in some situations, gets wet in others, and lets you see Samus' reflection. It really helps to make you feel like you're running around in a high-tech power suit, instead of something like the purely functional HUDs in Unreal and its cousins.
Offscreen HUDS I say! (Score:2)
But I'd rather go to the 3D glasses, because I really hate not being able to shoot backwards while looking forward. All that fast scrolling gives me migraines and nausea X-(
My take (Score:2)
I personally hate HUDs. I wish games had a less obtrusive manner of letting us know our health, or ammo count. I feel any sort of HUD detracts from the experience itself. I want to feel like I'm in a movie or actually experiencing what I'm doing, and I can't do that with a HUD. I want to check my ammo count by weighing the magazine in my hands - I want to know how hurt I am by looking at my wounds.
Then again, I'm a fan of realism games :)
Re: (Score:2)
Re:My take (Score:2)
I wouldn't blame the HUD for that, while it might not help with the experince, I wouldn't say that it hurts much either. The problem is more in the underlying gamedesign that assumes things like a "linear health", in reality health isn't linear, if the arm gets hit, the arm is injured, your legs however are not, in most games however there isn't a leg and an arm, its just "player's health" and ever
Getaway (Score:1)
The Getaway for PS2 lacked any HUD and I have to say it was a mixed result.
The good: Definitely helps for immersion. No health meter, you just watch your character stagger around with bloodier and bloodier clothes, breathing heavily.
The bad: When you're driving, there is no map. You have to watch your character as he signals left or right, and turn in the direction he is indicating. The problem with this is that you have no idea where you are going, but your character does, but you're the one driving, not
Something I never really understood about Doom 3. (Score:3, Interesting)
They had a very good thing going with some of the weapons showing the remaining ammo on the weapon itself, but imo the incosistency of some weapons that were -not- having that ability limited them in still sicking with a GUI for the ammo.
I don't get it why they didn't totally drop the GUI in favor of models with the ammo displayed on it.
A non-GUI thing, but a bit related: I -do- think that it was a very good decision of them to drop the 'use'-button in favor of point-and-clicking at items/objects within reach.
Re:Something I never really understood about Doom (Score:2)
Where would you put the display on the pistol?
What's a HUD? (Score:2)
Of course, the screenshots they show usually are 10 times better than what you actually get when you buy the game.
Hostile Intent (Score:1)
Thief! (Score:1)
I can't imagine playing the Thief series of games without the light (visibility) gem.
HUDs aren't all bad... (Score:4, Interesting)
Some titles really lend themselves to a simplified HUD. Something beautiful, elegant, and unobtrusive. For instance, Red Orchestra (as mentioned by another thread on this news posting) has all of three persistant elements: A paper doll, a clip count, and a pocket watch. Gorgeous HUD, awesome game.
On the other hand, some games DO lend themselves to detailed HUDs. Unfortunatly the only poignant example I can think of is a personal one, and that would be the custom interfaces in World of Warcraft. I've pieced together my own setup that not a lot of people seem to like (though i'm not suprised). During full raid-mode it's disgusting... to some, in the sense of filth... but to me, the only disgusting thing is just how much information I have. I'm an officer in my guild, so one of my duties is keeping things organized during raids. This means status indicators on all 40 players, multiple chat boxes, indicators of what the monsters are doing, etc, etc etc. A good 3/4ths of my screen is partially obscured by something.... and y'know what? I love it! I equate it to landing an aircraft by instrument (which, I guess, would be another example: flight sims). It may not look 'pretty' but in terms of control, precision, and raw data, its unrivaled by anything one could ever dream of with a spartan HUD.
So while I do enjoy the slimmed down or integrated HUDs we're seeing in more and more games, I still think a good solid HUD isn't something a developer (or player!) should shy away from in all situations. Sometimes half the fun of a game is being swept away in an avalanche of input, and then deciding how to act on it!
Just plain silly. (Score:1)
Did anyone actually RTFA? Crap! (Score:3, Interesting)
It is only recently that console developers have begun to address the hi-def revolution taking place in living rooms around the globe. According to the Consumer Electronics Association, over 12 million high-definition televisions (HDTVs) were sold in the United States between 1998 and 2004, and the market continues to grow rapidly; research firm Strategy Analytics has predicted HDTVs in almost 30 million American homes by 2008. With the advent of a new generation of consoles, developers are finally taking advantage of the ultra-sharp screen resolutions and theater quality sound offered by these increasingly common home entertainment systems. However, millions of high-definition televisions have an Achilles heel that can hinder developers as well: burn-in.
Coming Next to Slashdot: Fanless PCs, because PC fans contribute to drafts in your room and may cause cold, flu etc.
Re:Did anyone actually RTFA? Crap! (Score:3, Interesting)
I have a CRT HDTV, and burn in does concern me. You may be familiar with seeing it in places where they leave CNN or MSNBC on all the time, and even if you change the channel you can still see the station logo that has been burned into the screen. CRT HDTVs are particularly susceptible to this, while DLPs are not.
I specifcially limit my video game playing on my HDTV, even though it's connected to a 5.1 surround sound system, because I don't wan
Re:Did anyone actually RTFA? Crap! (Score:2)
If you're worried about burn-in, you're a pathetic loser.
Use, enjoy, exploit to full extent, discard when it's degraded beyond use and then buy a new one. T
Re:Did anyone actually RTFA? Crap! (Score:2)
When another technology can provide the quality (particularly depth of black and color saturation) that a CRT rear projection TV can g
Re:Did anyone actually RTFA? Crap! (Score:2)
Oh, and if you think CRT RPTVs are crappy, I'll put mine against any DLP, LCD, LCOS, or Plasma out there. I guarantee you the image quality on mine is better.
Re:Did anyone actually RTFA? Crap! (Score:2)
http://www.amazon.com/gp/product/B00000K2H6/sr=1-4
shall I continue?
From Snow Crash: (Score:3, Funny)
Re:From Snow Crash: (Score:1, Funny)
Re:From Snow Crash: (Score:2)
Fucking losers.
Steel Battalion (Score:3, Interesting)
Google redefines HUDs in games (Score:2, Funny)
How about a 'Head Down' display. (Score:1)
I dont think any of the current or next gen of consoles are offering anything like this, but a separate lcd display on either the console or the controller could be used as compromise between the info rich but obtrusive HUD and a cool looking but confusing displayless gaming environment.
If you think about the
Street Fighter 3 (Score:2)
I'm not sure I've ever seen that option in any other fi
in-game hacked HUD (Score:2)
HUD isn't only source of Burn-In (Score:2)
W
Re:HUD isn't only source of Burn-In (Score:2)
Re:HUD isn't only source of Burn-In (Score:2)