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Lockeownzj00 03-20-2006 06:09 PM

Off With Their HUDs!
 
Off With Their HUDs, yet another fascinating article from Gamasutra.

The article focuses on HUDs now and what purpose they serve, and why we should work towards dissolving them.

It's a very interesting topic, and in some ways, for some games (in regards to complete HUD-removal), it would change some of the dynamics. I remembered earlier games like The Getaway which, when you think about it, are important landmarks in that sense, in that they daringly tried a new formula, at least HUD-wise.

So I want to broaden the topic to: What were your favorite HUDs in games? Which were the most effective? Which do you recall being the most aesthetically pleasing? What is the worst HUD you've ever seen (besides CNN)? What games made interesting use of the HUD?

One example in recent memory for me was Call of Duty 2, which used a fantastic invisible-health system. Not only was it a visual change, but removing the health meter forced a new dynamic onto the game, and ultimately a new method of battle and recovering HP, all of which was implemented very effectively, in my opinion.

Note: In many cases I realise the validity and utilitarian purpose of a HUD; however, I believe there is a case to be made for a turn in a new direction.

Darth SS 03-20-2006 07:31 PM

I find Ghost Reacon Advanced Warfighter's HUD to be incredibly well done. However, I also downright loved King Kong for not having a HUD.

Althane 03-20-2006 07:52 PM

I enjoy certain HUD's, mostly because they're what I'm used to. Such as the corner huds (Found in the Jedi Knight games, and C&C Renegade), but I have to admit, a HUDless game sounds intriguing.

Though, how would you keep track of ammo and such? In-game HUDs (like on the weapons) are nice, but how do you keep track of shields and health otherwise?

DarkCORN! 03-20-2006 07:54 PM

I particularly liked Halo's HUD. I can't really think of any that have actually sucked. King Kong's HUDlessness was great.

dojindog 03-20-2006 08:56 PM

Personally I like HUD's although I guess if I had to chose one I'd have to pick a HUD it'd be one like Doom 3's where your were alway's aware of your health and sometimes your ammo was displayed in a small box to the side or sometimes it was displayed on the gun, but at the same time I think that in games that are based in the past such as WWII or King Kong should be HUD-less if nothing else for that more nostalgic feeling.

phil_ 03-20-2006 09:10 PM

Two HUDs I've liked are the Metroid: Prime visor displays, just because they were so stylish. Of course, if they'd been just style, they would've been annoying, but all Samus' stats were well integrated (except the near useless danger meter, but that evened out the display).

Donkey Kong 64 had a nice HUD, as info only came up as it was relevant. And, as anyone who remembers the pause screen will tell you, it's a good thing they stayed hidden most of the time. All the health, bananas, golden bananas, banana fairies, watermelons, ammo, crystal coconuts, et cetera would've covered 70% of the screen!

As to the article, it doesn't really say much. It just encourages players to think about the HUDs in their games. Did I miss something?

Mondt 03-20-2006 10:14 PM

I like Half-Life's HUD. Simple and to the point. You have this much HP left, this much armor left, this many bullets left, and this many clips left. Guns only came up when you told them to. It took up, what, 1/8 of the screen? Still pretty useful.

Lockeownzj00 03-20-2006 10:29 PM

It's not an amazing article. All it does is start the discussion. For me, on a topic I hadn't given much thought.

Quote:

Though, how would you keep track of ammo and such? In-game HUDs (like on the weapons) are nice, but how do you keep track of shields and health otherwise?
Play Call of Duty 2. You would know. For ammo? Well, the new dynamic would be forcing you to learn how many bullets are in guns. If you have a revolver, you know you have six bullets. Suddenly, you are a real soldier--you don't shoot first and then suddenly realise you're out. You have to calculate your shots. Suddenly--every bullet counts.

Something so simple can really change everything.

PyrosNine 03-20-2006 10:55 PM

I agree that it may be a bit more immersive to make less noticeable HUDS in games, as in a world war II shooter it kinda takes you out to see a digital display in the corner of your view that shows you a graphic of your gun, your biological and anatomical well being, and how much stuff you have on you.

Games that can show that stuff well with suttle visual clues like your view of the world turning more red and affecting the audio do certainly draw you in, and make you have to use more discretion when healing yourself.

My idea of how to better deal with inventory is having your view move towards your pockets or bookback, and rummaging through it. The only thing that would scream "Menu" would be the order and the movement of your hand. It would encourage you to think about what items you have out and on you before you do anything, and give some realism to how you're holding so much stuff.

But I do have to say that the cursor should remain for the aiming of the gun, because unless you're actually holding a lightgun and shooting you need something to help aid your aim.

Roland 03-20-2006 11:50 PM

Let's see. Favorite HUDs would probably be Morrowind's HUD and Donkey Kong 64's HUD. Oh, and Metroid Prime's HUD.

Morrowind: They keep it nice and simple. Health Bar, Magicka Bar, Fatigue Bar, current abilities, Weapon and Spell. Oh, and the little icon that appears to tell you if you're Sneakign successfully.

DK64: Somebody said it earlier. Despite the overwhelming screen usage when it comes to the items, they only appear when there's a point to them being there. Certainly made the game much less annoying, given the collect-a-thonish gameplay...

MP1 & 2: Crisp, clean, uncluttered, and it was sensical to have it. One of the better HUDs I've seen.

<_< Personally, speaking about the topic at hand, I could go without it in most games. Most. There's a few games out there where it would be too hard to keep track of everything you have without a HUD.

Unfortunately, I haven't played a game like that yet.


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