Slashdot Mirror


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."

1 of 128 comments (clear)

  1. 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!