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."
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.
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
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
[Fuck Beta]
o0t!
I agree. Now we just have to explain it to CNN Headline News and MTV.
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!
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