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Off With Their HUDS!

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."

128 comments

  1. HL Series by rwven · · Score: 4, Informative

    I think the Half-Life series very well understands this...
    -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.

    1. Re:HL Series by rjstanford · · Score: 1

      That's a good point though. I mean, ammo? Is that realistic? Why not have an indicator on your weapon that shows you how much ammo you have left (or, in some cases when it wouldn't be obvious, just an unpleasant "click" sound)? Health and armor make more sense, although a visual picture (blood, debris, etc) would probably be better than either a bar or a number.

      --
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    2. Re:HL Series by IgLou · · Score: 2, Insightful

      But didn't you find when you played after a while you forgot about the HUD? I did. In fact I had a bad habit of running out of ammo because I wasn't actively thinking about it until I was in a non-action sequence. :D

      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.

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    3. Re:HL Series by Gord · · Score: 2, Interesting

      > Health and armor make more sense, although a visual picture (blood, debris, etc) would probably be better than either a bar or a number.

      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.

    4. Re:HL Series by MjrTom · · Score: 2, Insightful

      Agreed. For a 'realistic' game, the unpleasent click that you get from an empty magazine is the best indicator that you're out of ammo. It's hard enough to count your shots with a semi-auto. In my very limited full-auto experience it's impossible. I don't know about health, but I think that maybe the blood and debris might work, or maybe a visual sagging of the player, or some kind of visual effect to indicate the dizziness/fatuige/general unease that comes (at least to me) after a grave injury.

    5. Re:HL Series by KDR_11k · · Score: 1

      About half of Doom 3's arsenal has the ammo counter on the gun and in singleplayer that replaces your HUD indicator. How the gun knows how much ammo you have in your pockets is beyond me, though. And I think the plasma will move out of your sight during full auto fire so you have to stop firing for the ammo counter to come back into view.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    6. Re:HL Series by mo^ · · Score: 1

      I hate "i agree posts"

      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 idea of health and armour stats are done badly too, coz health just dont work that way. not sure how else it could be one but conteplated some kinda slowdown, vision impairment to indicate degredation in health. and of course hit location related damage....... a'la headshots, but take an arm out and the player gotta switch to a less accurate left arm????

      --
      bah!*@%!
    7. Re:HL Series by usrusr · · Score: 2, Interesting

      agreeing a little more, i would even like to see an fps without a health level indicator at all. doom3 made me realize this, i was more trying not to get hit because of the random rotation and visual blur penalty than because of some abstract numerical value decreasing. of course you would probably want to lower the overall level of difficulty then, but i'm sure that games that focus less on challenge but more on atmosphere (doom3 did that for example) would benefit from that change. the challenge-aspect is in decline in single player shooters anyways, since nobody in their right mind would choose an "spfps" to put his aiming to the test if mpfps is always available.

      speaking of the ammo-counter, it's definitely useless in an intense fight, you either roughly guess (or even count) bullets used and therefore have an idea when you have to reload or you just don't care and then no ammo display in the world could change that. an exception are some of the hl2 guns that have an audible warning for "low ammo" which is very intuitive (took a very long while until i consciously realized what it was, before that i just knew when ammo was low, had no idea why).

      one last idea to throw in the pool: in reality being able to count bullets while being under fire is one of those important differences between a skilled veteran and a greenhorn, so giving the player hud displays (or a crosshair) could be the list of goodies you get for experience points in games with a skill system like enemy territory.

      --
      [i have an opinion and i am not afraid to use it]
    8. Re:HL Series by Golias · · Score: 2, Insightful

      Removing the cross-hair would probably be a bad idea.

      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.

      --

      Information wants to be anthropomorphized.

    9. Re:HL Series by Moofie · · Score: 1

      And that would be cheating...how?

      --
      Why yes, I AM a rocket scientist!
    10. Re:HL Series by Anonymous Coward · · Score: 0

      In my very limited full-auto experience it's impossible. I don't know about health, but I think that maybe the blood and debris might work

      Waitaminit. Experience? Whose blood and debris are you talking about here? Are we still in the context of gaming? I sincerely hope so.

      or maybe a visual sagging of the player

      Phew! You got me going there for a while. Maybe it's this coffee that I'm having...

    11. Re:HL Series by mo^ · · Score: 1

      Fundamentally its would be a client-side hardware modification. and generally only used by the hardcore... maybe not cheating in the strictest terms, but gamesmanship for sure.

      personally i dont mp so it dont bother me at all

      --
      bah!*@%!
    12. Re:HL Series by KDR_11k · · Score: 1

      Games that use ironsights without crosshairs often have invisible crosshairs that move a bit differently from your view so pulling the trigger won't shoot at the same point of your screen all the time. Quake 1 was easy enough to aim because the weapon lined up with your sight and with a bit of practice you always knew where the bullets would go.

      --
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    13. Re:HL Series by Moofie · · Score: 1

      A new video card is a client side hardware modification. How is that cheating?

      --
      Why yes, I AM a rocket scientist!
    14. Re:HL Series by steveo777 · · Score: 1
      Have you played Steel Battalion for XBox? That game has a wonderful ability to piss you off. If you're one of those chronic reloaders who pops off 4 shots and reloads (with a a clip of, say 60 rounds), you'll hate this game. In SB your ammo isn't in a pool. It's in a clip. If you fire 23 rounds from a 50 round clip and reload, you're out 27 good shots. And you can't pick up extra (you can call in an air re-supply, but only one or sometimes two per stage).

      I think that if there wasn't an ammo 'pool' it would make games much, much more difficult. Heck, that could be part of the 'hard' setting. No ammo count and clips eject with leftovers still inside. Clips you scab off of dead guys only have what they have. You would have to take the time to fill a clip... you know, like in real life.

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    15. Re:HL Series by damndog · · Score: 1

      Another aspect of the hl hud is in counterstrike, the chatting. jeebus, my mind won't let me ignore the textual smack, so in the console you can hud_saytext 0 and the lack of clutter helps you kill. hud_draw 0 will clean it up real nice too.

    16. Re:HL Series by shadow0_0 · · Score: 1

      RE: i would even like to see an fps without a health level indicator at all

      Check out Call of Duty 2. It does not have a health gauge. A fun game to play.

      I also like gauge that is part of the gun. It is close to where you are looking at anyway :)

  2. Too much to ask? by Azreal · · Score: 5, Interesting

    Would it be too much to ask to make HUDS in games customizeable. Make it scriptable and also include a graphical means to create the HUD setup you like akin to the idea of customizeable home pages where you can add and remove "boxes", drag them around, and even choose what information is shown in each box.

    --
    $sys$droids
    1. Re:Too much to ask? by divisivemind · · Score: 1

      Kind of like WoW's API...

      --
      Blog: http://richardrandomrants.blogspot.com/
    2. Re:Too much to ask? by rwven · · Score: 1

      I totally agree. Something like the google personalized homepage interface. You just click the boxes and drop them where you want... Well, obviously not the good interface, but you understand what I mean.

      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.)

    3. Re:Too much to ask? by rwven · · Score: 1

      typo: "well obviously not the GOOGLE interface" is what i meant to say...

    4. Re:Too much to ask? by Masami+Eiri · · Score: 3, Interesting

      More like Guild Wars's. WoW's requires external addons, while GW's has full internal customization. You can resize, move, remove, or add elements to your hud almost totally as you wish. Some stuff, like the skill bar have to stay on screen (but can be moved, resized, and I think even rotated), but most other stuff can be tweaked alot.

    5. Re:Too much to ask? by networkBoy · · Score: 1

      "Well, obviously not the good interface," .. "well obviously not the GOOGLE interface"

      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

      --
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    6. Re:Too much to ask? by CastrTroy · · Score: 1

      Maybe it might happen on computers, but never on consoles. They won't even let you customize the controls. You can pick from 1 of 3 control configurations, but you can't customize them. I don't see what's so hard about customizing the controls. It's a simple mapping.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    7. Re:Too much to ask? by Tom · · Score: 1

      Guild Wars does that. You can turn every part of the HUD on or off, drag them to wherever you want them and change orientation or size on many.

      I've seen some crazy HUD layouts in screenshots, but if it works for that guy...

      --
      Assorted stuff I do sometimes: Lemuria.org
    8. Re:Too much to ask? by tepples · · 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?

    9. Re:Too much to ask? by Haeleth · · Score: 1

      You mean other than handing the controller to a confused other player?

      How is that going to be any worse than if you've selected a different one of the three available control schemes from the one they've always used?

      Apparently you don't know how customised controls work in PC games. Let me explain: you have a "controls menu", where you can go and select either one of the "default configurations", or a "custom configuration". You create a "custom configuration" by selecting each action you can perform and pressing the button you want to use to perform it. Then you "save" this configuration so that you can select it easily in future, just as though it was one of the "default" options.

      So it's exactly as though the game had included your preferred control scheme as one of the default options. And when you hand the controller to another player, s/he can go and select his/her favourite control scheme from the menu, in exactly the same way as happens now when you disagree on which of the available control schemes is best.

    10. Re:Too much to ask? by tepples · · Score: 1

      How is that going to be any worse than if you've selected a different one of the three available control schemes from the one they've always used?

      Because it takes much longer to reconfigure each of a controller's 14 buttons and 8 stick directions than it does to choose predefined A, B, or C type. And even if you can save multiple custom configurations, this still doesn't help you if you're visiting somebody else's house to play a same-screen multiplayer game.

  3. The Riddick game... by PatrickThomson · · Score: 2, Interesting

    The riddick game actually does this quite well. Without combat, there's no hud, in hand-to-hand there's an abstract health meter only, and when reloading a weapon it shows a count of remaining clips. Ammo readout is on the gun itself, there's no other hud.

    --
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    1. Re:The Riddick game... by ildon · · Score: 1

      Mario64 was the first game (I noticed) that did this.

    2. Re:The Riddick game... by KDR_11k · · Score: 1

      Yoshi's Island did it, too. I'm sure there are more examples from the 2d era.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:The Riddick game... by grumbel · · Score: 1

      ### Yoshi's Island did it, too. I'm sure there are more examples from the 2d era.

      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.

  4. it all depends.... by globaljustin · · Score: 2, Interesting

    undergarmets!

    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 intrusive. It could be modified to take up mere millimeters of space around the edge of the screen. Most games have options like this. (i'd give examples but I haven't played much recently...i still know a good game when i see it tho)

    --
    Thank you Dave Raggett
    1. Re:it all depends.... by Anonymous Coward · · Score: 0
      However, nothing screams "this is just a game" louder than an old-fashioned HUD.
      Some pilots may disagree.
    2. Re:it all depends.... by MobileTatsu-NJG · · Score: 1

      "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."

      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 your back pocket and tell your wallet is there. You don't have that form of tactile sense in a game. So, what do you do? You have to indicate your inventory somehow.

      Still, though, I understand where this guy's coming from. A friend of mine used to get annoyed at Q3 going into 'text mode' and preventing him from seeing who he's shooting at.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

  5. "Rise" of the casual gamer? by Anakron · · Score: 3, Interesting

    I find it interesting that they refer to the rise of the casual gamer as a reason to go hud-less. From what I've seen, game companies try very very hard to create immersive games that don't have much to offer the casual gamer.

    --
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  6. Not sure by Anonymous Coward · · Score: 2, Insightful

    I know I've always liked an interface where everything is visible, even if not strictly needed to play the game.

  7. I've been playing this way for ages. by Anonymous Coward · · Score: 0

    Goldeneye/Perfect Dark on the N64 could be set up to show nothing at all on the screen, plus you could only ever see your health by getting hit or pausing (which caused its own set of problems in GE).

  8. This one isn't hard by TubeSteak · · Score: 4, Insightful
    Allow users to select what & how much information (if any) the HUD shows.

    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
    The games mentioned above offer numerous examples to show how player status information can be presented in ways that are immersive and innovative. There are countless other solutions; in fact, the more specific a solution is to a particular game, the greater the odds that the developer is offering the player a one-of-a-kind gaming experience. As developers continue to challenge themselves to achieve more sophisticated levels of immersion and intuitive gameplay in their creations, they will no doubt devise equally sophisticated and unique ways to communicate critical information to the player.
    --
    [Fuck Beta]
    o0t!
    1. Re:This one isn't hard by somethinghollow · · Score: 1

      Quake 3, or WFA at least, would let you greatly customize your HUD, even the size and style of your "life-left", ammo, etc. Unfortunately, you had to hack alot of config files to get that far. So, easy access to customization would be better than just allowing them to see what they want.

    2. Re:This one isn't hard by TuringTest · · Score: 1

      This one is a no-brainer.

      Yes, that's the classic "turn the user into an information architect" typical /. answer to any UI problem. Not mean to be trollish here, but your "no-brainer" have lots of problems on their own, and is usually considered a bad design solution among professional Interaction practitioners.

      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.

      --
      Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
    3. Re:This one isn't hard by bckrispi · · Score: 2, Interesting

      Agreed. The X-Wing series nailed this one early on. The ships HUD displays took up a lot of screen real estate. But with the press of a button, all non-essential information disappeared so you could get a much fuller view of the battlefield.

      --
      Xenon, where's my money? -Borno
    4. Re:This one isn't hard by Anonymous Coward · · Score: 0

      Yes, that's the classic "turn the user into an information architect" typical /. answer to any UI problem. Not mean to be trollish here, but your "no-brainer" have lots of problems on their own, and is usually considered a bad design solution among professional Interaction practitioners.
      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.


      And that's the classic "argue against the point you can beat, not the point your opponent made" typical strawman answer to any /. comment. Not meaning to be trollish here, but your suggestion of taking all configurability away from the user is just as bad as forcing the user to make every decision. In /. terms, the Gnome approach is just as bad as the KDE approach.

      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?

      Duh, dint fink of vat, did youse?

    5. Re:This one isn't hard by TuringTest · · Score: 1

      I suppose you won't get back to read this, but anyway...

      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 to change the preferences must learn how to tailor the interface (which could be really difficult), 2) the user who doesn't want to change them is forced to ponder whether they have a need for it, and make a decission, 3) the system now has big, greater complexity, wich is bad from a bug-introducing perspective.

      Not meaning to be trollish here
      OK there, I'm not english native speaker.

      "argue against the point you can beat, not the point your opponent made"
      Wasn't your point "Allow users to select what & how much information (if any) the HUD shows."? Selecting what & how much information is needed *is* the job of an information architect. It's true that the objective of a game is to have fun - not to be efficient, but also that for a game to be fun it needs a delicate balance within difficulty and rewards. Tweaking the interface without knowing what you're doing could give a sub-optimal experience, maybe without the user even knowing how to fix it again.

      Oh! and read my post again - I never argued for "taking all configurability away from the user", but against the configurations that affect the ammount and places of the information shown. Sure you could tweak the used keys, skins, fonts ... but just not the very bits of information intermingled with the whole gameplay.

      --
      Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
    6. Re:This one isn't hard by bbcisdabomb · · Score: 1

      The X-wing games had the nonessential parts of the HUD there for a reason, though. The whole game was designed to make you feel like you're in the cockpit of an X-wing/TIE fighter/Whatever, and that means blocking off parts of your view. It's the whole "immersion" part again.

      --
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  9. Information clutter by the_demiurge · · Score: 4, Funny

    I agree. Now we just have to explain it to CNN Headline News and MTV.

  10. Red Orchestra! by vertinox · · Score: 3, Informative

    How many times do I see articles that might as well be talking about Red Orchestra. They basically have removed all crosshairs, ammo counts, and health stastics.

    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.

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)
    1. Re:Red Orchestra! by robson · · Score: 1

      They basically have removed all crosshairs, ammo counts, and health stastics.

      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 whether I was healthy enough to undertake an impending challenge.

      If folks can develop a more immersive HUD, that's fine, but it had better provide me with all the same information that a normal HUD would.

    2. Re:Red Orchestra! by LilBlackDemon · · Score: 1

      The last beta I played of RO, if you tried to reload, and rather than getting a message your avatar would simply put the clip back in if it was heavy. Please tell me this little bit wasn't changed! It was a nice way of doing it.

    3. Re:Red Orchestra! by corbettw · · Score: 4, Interesting

      How about a damage system that actually impairs your avatar? Got shot in the leg? Ok, now you limp everywhere. Boot to the head? Ok, everything is fuzzy and you have tunnel vision. Stabbed in the back? Now you can't raise your weapon up to eye level and have to shoot from the hip.

      Now that would be an interesting game experience!

      --
      God invented whiskey so the Irish would not rule the world.
    4. Re:Red Orchestra! by Xzzy · · Score: 1

      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.

      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 you pull the trigger and nothing comes out is plenty of indicator that the gun is empty. ;)

    5. Re:Red Orchestra! by Orbruelor · · 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.

    6. Re:Red Orchestra! by MachDelta · · Score: 1

      Last I heard and played, RO minimizes these kinds of 'features'. Reason being, despite how cool they sound, they really aren't that fun. Hobbling around the map at 1/5th speed because a bullet nicked you in the ankle really, REALLY sucked. Players were frequently using the /suicide command when injured with a permanent limp or the like. That said to the developers that, if your avatar is wounded to that degree, you're effectively a casualty and should be removed from play. The last time I played RO you could still have temporary limps from leg wounds, and being shot in the arm would cause you to drop your weapon and, I think, affect your weapon sway, but that was about it. In all other cases you were considered to be "incapacitated" and respawned as a fresh reinforcement.

    7. Re:Red Orchestra! by X0563511 · · Score: 1

      Ghost recon did it better. Shot in the legs? well you can't aim just as well, you limp, and breathe hard. Shot in the arms? Damn well can't shoot anything well at all. Shot in the chest? Well, can't aim good AND you breathe heavy (sometimes coughing and wheezing as well). Makes it hard to be stealthy.

      --
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    8. Re:Red Orchestra! by vertinox · · Score: 2, Interesting

      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.

      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 experience, but there weren't Aliens-esque LED's on these guns back in 1941 telling you how many bullets were in the thing.

      Often times I will just empty the gun into something to reload because I know I might need a full clip down the road.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    9. Re:Red Orchestra! by idonthack · · Score: 1

      Health in Red Orchestra is pretty much a non-issue. It usually takes only one shot to make someone fall down.

      --
      Why is it that when you believe something it's an opinion, but when I believe something it's a manifesto?
    10. Re:Red Orchestra! by idonthack · · Score: 1
      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?
      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 a clip left, maybe less. MP-40/1s and STG-44s will probably be empty. Best course of action would be to walk backwards while firing off the rest of your ammo (if any), then reload once in cover and hope they don't come around the corner.
      --
      Why is it that when you believe something it's an opinion, but when I believe something it's a manifesto?
    11. Re:Red Orchestra! by robson · · Score: 1

      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 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. :)

    12. Re:Red Orchestra! by Jackmn · · Score: 1
      How about a damage system that actually impairs your avatar? Got shot in the leg? Ok, now you limp everywhere. Boot to the head? Ok, everything is fuzzy and you have tunnel vision. Stabbed in the back? Now you can't raise your weapon up to eye level and have to shoot from the hip.
      That's fine for a game that is trying to be as realistic as possible.

      For any other type of game, limping around at a disadvantage is simply not fun.
    13. Re:Red Orchestra! by KDR_11k · · Score: 1

      One of my gripes with realistic games is that you throw away the old clip upon reload. You're supposed to put it into your ammo pouch! I mean, how are you going to get new clip casings during a mission? You can still reorganize the remaining ammo to get a few full clips but that won't work if you throw it away!

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    14. Re:Red Orchestra! by Swordsmanus · · Score: 1
      "One might argue that realism does not necessarily equate to fun. :)"

      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.

    15. Re:Red Orchestra! by JohnSearle · · Score: 1

      This idea has already been done. Although a couple posters have already cited some recent games, there is at least one RPG series I know of, from the mid 90s, that have the full force of realism you are speaking of. I can't say it was the best game I've ever played, but at least they made an attempt!

      http://www.abandonia.com/games/568/RobinsonsRequie m
      http://www.abandonia.com/games/590/Deus

      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 half the screen to play with until I quit.

      -- John

    16. Re:Red Orchestra! by 4D6963 · · Score: 1
      lol sorry to be off-topic but I just love your sig. Probably the best I seen out there

      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.

      --
      You just got troll'd!
    17. Re:Red Orchestra! by Repton · · Score: 1

      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]

      --
      Repton.
      They say that only an experienced wizard can do the tengu shuffle.
    18. Re:Red Orchestra! by Fruition · · Score: 1

      Some games (I'm thinking Urban Terror the Q3 mod) have implemented a "limping" feature, but if you pause for a few seconds, you can bandage yourself and regain full run speed.

  11. Removing a HUD is not an easy task by LordZardoz · · Score: 3, Interesting

    The reasons that HUD displays exist is that they do their job quite well. They convey information to the player very directly and very simply.

    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

    1. Re:Removing a HUD is not an easy task by Danny+Rathjens · · Score: 1

      Quite a few games already do this. When you are running out of life the screen will contract, or the character will start breathing hard or leaning over or they will make the heartbeat loud.

    2. Re:Removing a HUD is not an easy task by grumbel · · Score: 2, 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.

      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, you don't have 'energie' in that game, every hit with a sword can kill you there, no matter if the fight has just started or is running for multiple minutes. Hits on certain body parts can injure you and thus affecting your performance. This is bejoint just having a linear health meter displayed via animation, this is about having a non-linear health status in the game which is affected by all what happens to your character. So its not "50% healthy", but "arm broken, leg injured, etc.".

      A different example of the same thing would be simulations, in most arcade-like games you have just a linear health meter, if its down you are dead, if its more then zero, even just 1%, you still have 100% performance on your vehicle. In more serious simulation however your vehicle doesn't have linear 'health', instead every system inside and outside of the vehicle can get damaged, so if in a flight game the gear gets hit, it gets broken and you have to do a belly landing, if radar gets it, you have to fly blind, your guns might not survive an attack, might jam, overhead or even explode, engines might catch fire, in a car game every tire might get damaged individually and thus affecting how well you can drive, etc. Such non-linearity in the 'health-meter' can lead to much more interesting and variing gameplay and especially much more interesting situations, its not just a "I survived or I died", things like trying to fly a broken plane home can be extremly fun challanges on their own and thus adding a lot of replay value, since each run of the same mission might turn out completly different.

  12. Information clutter is a buzzword by globaljustin · · Score: 1

    buzzword: a word or phrase that is popular in use, but not as popularly understood as a concept

    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 also, the quality of graphics.

    I agree that TV news graphics suck in general, but they are theoretically a step forward in the evolution of visual communication.

    Digital graphcis are severely UNDERUTILIZED in TV news, that doesn't mean we should get rid of it...we just need to learn how to use it better. Don't throw the baby out w/ the bathwater.

    --
    Thank you Dave Raggett
  13. Armored Core by Bloodmoon1 · · Score: 1

    The AC series are about the only games I've ever played where you needed access to all of the information that you could get through the HUD. And while I haven't played any released in the last 2 or 3 years, on the PS2, they've also always had the best options for the HUD. You can customize it to display any of about 20 different items, including next to none at all. Sort of makes things more interesting if you can't see your ammo remaining. :)

    --

    Request: ECM unit, 1000 km fullerene cable, 1 tactical nuclear weapon. Reason: Birthday party for foreign dignitary.
  14. America's Army by Blakey+Rat · · Score: 1

    I'd just be happy if the HUD in America's Army let you up the font size in the chat window. Note to game developers: You can't read 8 point text on a 1680x1050 monitor without shoving your face right up to the screen, and you can't do that without getting shot in the game.

    The small font size makes the "Report Location" button useless... I hear the beep, but I can't read the location.

    1. Re:America's Army by heinousjay · · Score: 1

      Get glasses? I can read 8pt text on a 1920x1200 17 inch monitor from 2 feet away.

      --
      Slashdot - where whining about luck is the new way to make the world you want.
    2. Re:America's Army by prockcore · · Score: 1

      You can't read 8 point text on a 1680x1050 monitor

      8 point text is the same size regardless of resolution.

  15. Cycling colors?!? by swmccracken · · Score: 2, Insightful

    "Cycling colors or animated textures can also invigorate a lifeless HUD while decreasing the threat of burn-in."

    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.

  16. The best choice is choice! by B5_geek · · Score: 0

    I have always turned off most of the HUDs on my FPS games. The only HUD that I want/need to keep is the crosshair, without it I find that I usually cok my head to the side and try to look down the barrel of the gun (and end-up missing the target because the gun never actually points at where the crosshairs go.)

    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 are some of these people thinking by not including an option to invert the mouse axis?!?!?!

    I can only play with an "airplane" style Y-axis (you push the mouse forward; and the plane dives down/FPS gun points toward the ground), I will admit that I am probable in the minority but for the love of all that is decent in the world, LET ME CHOOSE if I want an inverted mouse!

    It seems like this trend is getting popular.

    --
    "The price good men pay for indifference to public affairs is to be ruled by evil men." ~Plato (427-347 BC)
    1. Re:The best choice is choice! by KDR_11k · · Score: 1

      Quake 1 worked fine without crosshairs but that was because the gun was centered, which those modern games refuse to do.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:The best choice is choice! by Anonymous Coward · · Score: 0

      Yes, it seems natural to push forwards to look down, if you look down in real life you push your head forwards. Whereas I presume people who don't use invert they are thinking the crosshair is more of a 2d cursor. I remember playing flight sims with the mouse, but thinking about it I was probably using a rollerball on a 486 laptop so that wouldn't explain fully why I prefer the inverted too.

    3. Re:The best choice is choice! by 4D6963 · · Score: 1

      Wow, do you also have the Y-axis inverted while using your mouse in Windows? Because to me aiming at someone in a FPS is just like pointing at some icon or button in Windows, so you might liek to have Y-axis inverted on Windows too (makes sence)

      --
      You just got troll'd!
    4. Re:The best choice is choice! by B5_geek · · Score: 1

      Actually no. Windows (hrm, Linux =) mousing is normal.

      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.

      --
      "The price good men pay for indifference to public affairs is to be ruled by evil men." ~Plato (427-347 BC)
    5. Re:The best choice is choice! by ostermei · · Score: 1

      I'm right there with you on it... Inverted Y-axis is the only way to go with FPS games, but normal pointing should stay as-is.

      I've found that it really comes down to the distinction of moving a single point on a fixed plane (normal pointing) versus moving the entire plane (FPS). When you're mousing normally, you're moving a single point within a fixed plane, but when you're playing a FPS, the single point (crosshair) is fixed, and it's the plane (your view) that you're altering. I'm not entirely certain of why, but it's always just been far more intuitive to me to invert the Y-axis when manipulating the entire viewing plane. This is especially noticeable in games that include turrets of some sort (I'm racking my brain for examples, and I'm coming up empty...) where the view stays static, but in aiming the turret the crosshair moves around the screen... Anything along those lines will trip me up for a good long while.

      --
      "Outside of a dog, a book is man's best friend. Inside of a dog, it's too dark to read." -- Groucho Marx
    6. Re:The best choice is choice! by skreeech · · Score: 1

      Well some people must like it inverted since the default config for action quake 2 has always had inverted y-axis.

      personally I can't really use it though. I look at the screen as flat and move the mouse like I would if it was laid ontop of the screen.

      --
      [20:36] wwwdot/.dotorg
    7. Re:The best choice is choice! by Peeteriz · · Score: 1

      Well, but in a FPS - you see that there is an enemy in the left-top corner of the screen - so you just click on him like you would an icon, and he dies - and the motion of the screen anyway is visible and gets to your mind only after you have already completed the move-mouse-and-click action.

  17. Metroid Prime by CoolGuySteve · · Score: 1

    The HUD in Metroid Prime had a lot of useless decoration but it also added a lot to the experience.

    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 will improve the game as long as it's not intrusive.

    1. Re:Metroid Prime by FroBugg · · Score: 1

      The nice bit about the HUD in Metroid Prime and Prime 2 is that it actually adds to the immersion instead of taking away from it.

      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.

  18. Offscreen HUDS I say! by Spy+der+Mann · · Score: 1

    Make a 3D display like the ones in the .Hack TV series. Or at least make effective add-ons so you can have a wristwatch that has a compass on it, or a vest that turns red depending on how much your character's bleeding, stuff like that.

    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-(

  19. My take by SocialEngineer · · Score: 1

    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 :)

    --
    "Better to be vulgar than non-existent" -Bev Henson
    1. Re:My take by JFMulder · · Score: 1

      The problem is that looking at your arms and legs to see if you're injured in a game doesn't work because in real life you don't have to look, you just know you are hurt. So that way of playing wouldn't be any more realistic than a HUD. I'd rather have my field of vision (in FPSes) start to blur and have more difficulty controlling the character, her the heart beat faster and the character pant. Apparently that's what they did for the King Kong game release recently. And I'd love a game where the gun just does *tunk* and stops firing, that would be cool. :)

    2. Re:My take by grumbel · · Score: 1

      ### 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 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 every hit gets added or substracted there. So three hits in the leg and up counting exactly the same as one in the head, thus both have exactly the same impact on the gameplay, most often that is actually none. I fully agree that games should go into a more realistic direction, they should try to actually model the human body much more realistically, starting with actually having a human body, in many FPS the player is still just two floating arms and a gun. The gun itself most often is completly invulnerable, in reality however a gun can get hit and damaged as well. Things like not being able to carry a dozens guns at once can add to the experince as well and not just in an annoying kind of way, but in one that makes the game more interesting. Many simulation games already do a good job of modeling the underlying system, be it a plane or a car, where each tire, gear or weapon-system can get damaged individually. With first person shooters many however still havn't even started to model any part of the human body, different hit-zones are a start, but as long as those only influence a linear help meter they add little to the actual gaming experince.

  20. Getaway by Orbruelor · · 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 the character. Interesting but frustrating.

  21. Something I never really understood about Doom 3. by 88NoSoup4U88 · · Score: 2, Interesting
    Something I never really understood about a design decision in the development of Doom 3:
    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.

  22. What's a HUD? by British · · Score: 1

    I can't even remember the last time I saw a HUD shown in screenshots of any games on high-profile gaming websites.

    Of course, the screenshots they show usually are 10 times better than what you actually get when you buy the game.

  23. Hostile Intent by HungSquirrel · · Score: 1

    Some games HAVE done away with the HUD. In Hostile Intent, a mod for HL1, it's not used to add to the realism. You have to keep count of how many rounds you have left, and you have to aim down the sight of your weapon (no crosshair to speak of).

    --
    $ whatis themeaningoflife
    themeaningoflife: not found
  24. Thief! by grub · · Score: 1


    I can't imagine playing the Thief series of games without the light (visibility) gem.

    --
    Trolling is a art,
  25. HUDs aren't all bad... by MachDelta · · Score: 3, Interesting

    To me the question of HUD design really depends on the game.

    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!

  26. Just plain silly. by SnoopJeDi · · Score: 1

    How about minimalist HUDs or customizable (as mentioned above a few times) HUDs rather than getting rid of them? Look at the HUD for Prey. It doesn't take up the whole screen, but it gives all the information the player needs in a (semi)creative format. How about Jet Force Gemini (N64)? The weapons indicator is always present, showing your current weapon/ammo, and expands to show more weapons when you change weapons. The health is only present when your health increases or decreases, and fades away after that.

    Wake me when the REAL innovators return to development.

  27. Re:Something I never really understood about Doom by SanityInAnarchy · · Score: 1

    Simple: Some weapons made sense with the HUD on them, some didn't. And they were designing the HUD to the game, not the other way around.

    Where would you put the display on the pistol?

    --
    Don't thank God, thank a doctor!
  28. Do I feel lucky? by l3prador · · Score: 2, Funny

    I agree with the ammo... People manage to keep track in real life and the movies fine without any HUD telling them how much ammo they have. Or, they lose track and it makes it more dramatic... I mean, Dirty Harry just wouldn't be as cool with a little ammo gauge on his gun.

    Well, do ya, punk?

  29. DAoC's XML UI by Max+Threshold · · Score: 1

    The client UI for the Dark Age of Camelot MMORPG is defined in XML and is highly customizable. I'm not sure if the license explicitly allows redistribution, but there are numerous sites distributing mods, and I've never heard of Mythic going after any of them.

  30. Did anyone actually RTFA? Crap! by Vo0k · · Score: 2, Interesting

    Read the citation only if you wish to see how horrible drone-journalism it is. Otherwise just look at the highlight:

    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.

    --
    Anagram("United States of America") == "Dine out, taste a Mac, fries"
    1. Re:Did anyone actually RTFA? Crap! by jskiff · · Score: 2, Interesting

      Maybe my sarcasm detector is off the mark, but I don't get it.

      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 want the health meters, HUDs, etc. burned into my TV. My next TV will probably be a DLP, which will allow me to play on the big screen all the time.

      --
      It's "no one," not "noone." Who the hell is noone anyway?
    2. Re:Did anyone actually RTFA? Crap! by Anonymous Coward · · Score: 0

      Why do people buy such crappy technology? Seriously, if you're worried about burn in when you're playing a video game or just watching television, you should consider buying something that doesn't suck, like, say, a traditional CRT display. I've yet to replace my CRT monitor with anything else, since all competing technologies seem to have unacceptable shortcomings and problems.

    3. Re:Did anyone actually RTFA? Crap! by Vo0k · · Score: 1

      Didn't you think that thanks to station logos, thanks to image borders with wide-screen movies, thanks to ticker scrollers and all that persistent stuff there will be a hundred of burn-ins in your screen in 2 years? And that due to normal usage the quality will degenerate severely by that time? And that a new HDTV will cost a quarter what your costs now?
      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. That's how rational world works. I know of schools that kept modern state-of-the-art computers they got locked away from students "because they could break them" until the computers were obsolete. So either accept burn-in as natural way of things and enjoy your HDTV until you replace it with more durable model, or keep usage to minimum and live with a brand-new-like, zero burn-in, crystal-sharp picture CRT HDTV you switch on once in a blue moon while everyone else will be using superior quality non-degrading plasmas costing half the price.

      --
      Anagram("United States of America") == "Dine out, taste a Mac, fries"
    4. Re:Did anyone actually RTFA? Crap! by jskiff · · Score: 1

      No, my TV will not have any particular logo or section burned in in 2 years. It's a year and a half old right now, and there is no such indication. I do enjoy my TV to its full extent, which primarily consists of movies. Since I own and rent a mix of movies, with aspect ratios ranging from 2.35:1 all the way to 1.33:1, I don't have to worry about burn in with varied usage.

      When another technology can provide the quality (particularly depth of black and color saturation) that a CRT rear projection TV can give me, I'll buy it. Right now, I think that will be DLP in a couple of years, but not yet.

      --
      It's "no one," not "noone." Who the hell is noone anyway?
    5. Re:Did anyone actually RTFA? Crap! by jskiff · · Score: 1

      When I can find a traditional tube-based CRT over 35" that doesn't weigh more than 400 lbs, I'll consider it. For now, I have the 57" CRT rear projection in the living room for movies (and the Super Bowl), and the 35" CRT in the game room for video games.

      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.

      --
      It's "no one," not "noone." Who the hell is noone anyway?
  31. Metroid Prime/Prime 2 do this well by Akaihiryuu · · Score: 2, Insightful

    The HUD in the Metroid Prime games is actually really well done. Of course, in that game it has a reason to be there...since you're walking around in a really high tech powered armorsuit. It's okay to have a HUD if it's believable in the context of the game and isn't excessive.

    1. Re:Metroid Prime/Prime 2 do this well by boneshintai · · Score: 1

      It works well in Prime because the developers put some serious attention into the HUD. The displays and UI elements are fixed relative to the helmet, rather than the camera, so they move a bit when you fall or get knocked around. The helmet glass shows your reflection if you're looking towards a bright light.

  32. From Snow Crash: by thesupermikey · · Score: 2, Funny

    "A screaming display flashes up on the goggles informing him that the millimeter-wave radar notices a steam of bullets heded in hi direction an would like to know where they came from, Sir?...He tuns off all the techno-shit in his goggles. All it does is confuse him; he stands there reading statices about his own death even has its happening to him. Very Post-Modern. Time tp get immersed in Reality, like the people around him" Neal Stephenson

    --
    Mikey
    I've always been the kinda guy to fall for the girl dressed like an eskimo.
    1. Re:From Snow Crash: by evilsofa · · Score: 1, Funny

      Th lens on yor pen scamer is dirty and you OCR softwane sncks. Either hat or your thunbs re too biq for your Plackberrg.

    2. Re:From Snow Crash: by Eunuchswear · · Score: 1

      Flamebait? Just about the funniest thing written on /. in the since it's creation and the imbecile moderators give it flamebait.

      Fucking losers.

      --
      Watch this Heartland Institute video
  33. Call of Cthulhu: Dark Corners of the Earth by Anonymous Coward · · Score: 0

    The recent Xbox game Call of Cthulhu: Dark Corners of the Earth does both these things. When you're in-game, there is no HUD. Additionally, instead of just a "Health Bar", it has a model of you with various injurable spots. Get shot in the leg, you walk slow. Shot in the arm, your aim is off. Lose too much blood, your vision drains of color. It's definately one of the more immersive games I've played lately.

  34. Steel Battalion by FLAGGR · · Score: 2, Interesting

    That game was 80% HUD, but it felt leet watching your mech boot up, and looking at all the pretty radars and switches and shit. Hell, look at the controller. Man I want that game..

  35. Google redefines HUDs in games by BlueFiberOptics · · Score: 2, Funny

    Next week, Google will unveil its new gHUD technology. gHUD allows the player to immerse themselves within a game without information overload. Rival Yahoo's HUD currently only lets players see 1/4 of their screen.

  36. How about a 'Head Down' display. by sharopolis · · Score: 1

    Im not sure if it was ever used this way but the Dreamcast VMS had the potential to be used as a stats display, and certainly the bottom screen on the DS is used like this, to great effect I think.
    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 real life user interface of a car or just about any powered vehicle, information is displayed on separate gauges away from the main feild of view of the user. I know aircraft and I think some cars use HUDs, but these are as a suplement to the rest of the dials and gauges. Im sure a HUD showing all the instruments of a plane would be very intrusive.
    This kind of display is something most people are going to be used to and will presumably find intuitive, Mario Kart DS has a minimap on the lower screen and it's very handy. As well as the normal fairly uncluttered display on the top screen, you've also got a very easy way to check the positions and see whats coming next with hardly and disruption to the flow of the game.

  37. Street Fighter 3 by skadus · · Score: 1

    First thing the article summary (DNRTFA) made me think of was one of the coolest unlockables for SF3: Third Strike for Dreamcast. In the Extra Options menu you could actually make it so you couldn't see your life bar (it was either greyed out or completely removed, I forget which). That made for some pretty interesting fights, because it was hard to tell (unless it was one-sided) who was winning at any given point in time until the round suddenly ended.

    I'm not sure I've ever seen that option in any other fighting game I've ever played. I wish that was a standard option in most games, though. I loved it.

    As far as FPS games go, I tend to forget to pick up health packs if I don't have a flashing health percentage somewhere on the screen. They'd have to at least indicate that you were hurting somehow.

  38. in-game hacked HUD by mindaktiviti · · Score: 1

    Heh, it'd be cool if someone made a game where the character's hud is in a contact lens, and a la "The Diamond Age" at one point the HUD is hacked. Then again maybe not.

    1. Re:in-game hacked HUD by Zantetsuken · · Score: 1

      would be a good concept for Ghost in the Shell games, since in the movies and show people get their artificial eyes and cybernetic additions to their real brain hacked so the person they are chasing is right in front of em and they see their surroundings minus the person the hacker doesnt want em to see (usually the hacker)

    2. Re:in-game hacked HUD by Anonymous Coward · · Score: 0

      Hell, in one episode the Major accepted Batou's challenge to a fist fight, and won it by remotely hacking into his cyberbrain and making him start punching himself in the face.

  39. So how do I pilot a fighter jet, chopper, or mech- by Zantetsuken · · Score: 1

    without all of that "useless" HUD info. Ya, I know the writer is thinking more about games that are meant to be more of a cinematic experience than a game - but personally, I think games like the Ace Combat series, Armored Core, the Battlefield series, and a LOT of others achieve a cinematic effect through plot lines and making the player THINK about where they are in absolute space compared to, say the ground they could smash into, and their relative position to the enemy they are combating.

    Personally (keep in mind that this might be just me here), I don't give a shit about the HUD getting in my way - I like it there, if I cant see my speed, altitude, radar, angle, ammo count (how much I have total and how long it'll take to reload) I'll go crazy from information deprivation.

    If the game's designers cant tell me the story during gameplay when I'm pulling 3 or 4 g's via the radio chatter (or about to breach a room in a house to house clearing in a FPS with my squadmates talking to me) and a mix of cutscenes/cinematics (depending on how far back you wanna go - include FMV's) - the game designers and story writers need to rethink their methods before I play a game by their design house again.

  40. Silent Hill by billcopc · · Score: 1

    I used to both love and hate this about the Silent Hill series of action/survival games, as well as Resident Evil. You didn't have a number for health/armor, you just had an EKG meter that went from a stable, bright green display (full HP) to jittery red to represent near-death. You had to gauge how badly hurt you were from the relative color/heart rate and choose which medicine to use to maximize healing without waste. Should I use a small ointment/herb or a full-blown medkit ?

    Much different from the FPS genre where each item is worth N health, such as Quake 3/4 where you just camp out the armor shards and build yourself up to 200. It marks the difference between realism and arcade-like simplicity. In Quake you don't want to have to guess, it's more of a sport than a horror experience.

    --
    -Billco, Fnarg.com
  41. Fight Night by TheoB · · Score: 1
    I just played a few hours (no, I'm serious) of the Fight Night Round 3 demo on a friend's 360, which is the first fighting game I've ever played that went completely HUDless. It was really impressive. Everything is conveyed through the sounds of the punches, the damage to the characters (on an HDTV you can actually make out their eyes swelling shut, which is just brutal looking), and the background announcers talking about how the match is going.

    The problem I have with it is that, even when you can see you're getting demolished, you're still just guessing how close you are to hitting the mat. It was definitely immersive, but as a gamer, I like having concrete information to play by. Especially in close matches against tough AI: losing a dozen rounds of a story mode match without seeing whether you're making any headway might be "Real," but it doesn't sound "Fun."

    1. Re:Fight Night by kahanamoku · · Score: 1

      you're still just guessing how close you are to hitting the mat

      So, knowing how close you are to hitting the mat is going to make you fight better? or reduce the chances of you hitting that mat? I suggest that maybe you should fight good enough so you arent about to be KO'd for the entire match, and not just when you're about to drop! ;-)

      Not that I'm experienced in real fights, but I know that with alcohol consumption, you dont know that you've hit the floor until you've woken up. perhaps the suprise of being knocked down could be considered more realistic?

      --
      ----- Concentrate on promoting more than demoting.
  42. HUD isn't only source of Burn-In by CMiYC · · Score: 1

    The article really hits hard on the fact that HUDs can cause Burn-In. It neglects though that almost every game it praises for not having a HUD, has static elements. People frequency forget that elements of their screen never move. For example, in a first person shooter, your gun rarely moves. It is typically perched in the center of the screen while all of the other elements around it, move. Third-person action games (Platformers) typically keep their main character near the same place on the screen.

    While those elements aren't as pronounced as a HUD, they can still force the same problem.

    1. Re:HUD isn't only source of Burn-In by patio11 · · Score: 1

      Is burn in honestly a concern with modern monitors? You'd think that the "hud" filling the bottom 5% of *every desktop in corporate America for as many hours as the machine is on* would have caused some complaints if static images were still scorching modern equipment. And yet I still don't have a screen with that little four-color Windows logo burnt into it yet -- maybe my LCD is afraid of being sued for copyright infringement...

    2. Re:HUD isn't only source of Burn-In by grumbel · · Score: 1

      Computer monitors should be pretty robust against burn-in these days, never actually seen one that had it. It however still seems to be a problem with plasma displays and some projectors. Anyway, I seriously doubt that a game will cause burn-in, people hardly play the same game for more then 100h normally, most often much less, 10-20h at most, that alone shouldn't cause burn-in on any type of system. Much more critical should be black borders when 4:3 is displayed on 16:9 screen or visa verse, since that is something that is the same for all movies and tv displayed in a non-fullscreen format.

  43. I hate games like that by Anonymous Coward · · Score: 0

    Reloading at every break in the action is pretty much standard training for all close quarters battle. It avoids the unpleasant sensation of pointing a gun at an enemy and going click.

    Just because the programmer was too lazy to support an inventory, you're forced into an choose between equally bad options: waste half a magazine, or risk running out at the wrong time.

    Rainbow Six handled this very well (on the PC anyway; never played it on a console, so I can't speak for them). When you reloaded, the old magazine went into inventory, and the game automatically used the most full magazine left. So, at the start, reloads always give a full magazine. Later in the mission, a partially-used magazine may be all you have left, so a reload might only be half a magazine, or less. Some games I'd have 4 magazines left...and the most full had 4 shots in it.

    Of course, Rainbow Six had its own problems. For example, you were not allowed to pick up anything...not ammo, not guns. The rationale was that a highly trained special ops dude would never trust an enemy's weapon. That's nice, but when you are completely out of ammo, why not pick up a gun off a teammate? Dumb.

    1. Re:I hate games like that by steveo777 · · Score: 1

      I believe that in the case of Steel Batalion when you eject a clip it has an effect on your fuel efficiency. So it does make a difference. Every time you fire a round your weight decreases, if only slightly, but it makes a difference in the long run.

      --
      This sig isn't original enough, it's time to come up with something witty...