Of Videogames and Visualisations

Friday, February 17, 2006

Off With Their HUDs!

Greg Wilson's article Off With Their HUDs!: Rethinking the Heads-Up Display in Console Game Design is on the money. It's very much in line with my ideas about videogame graphics being split into game-world and HUD.

Greg talks about reducing the obtrusiveness of HUDs for 3 reasons: avoiding HDTV burn-in, improving gameplay immersiveness, and simplifying the UI of videogames for "casual gamers". I don't think HDTV burn-in is as important a reason as improving immersiveness is, and as for "casual gamers", I hate that term and its implication -- it's as if people who only occasionally play videogames are simpletons and need special guidance. It's akin to melodrama or having constant asides during your favourite television show where a narrator explains the facial expressions of the actors: "Jack is scared. Note the wide-eyed stare and the slightly ajar mouth." -- a solid user interface is beneficial for new and experienced player alike.

The best of the three reasons above is improving immersiveness of gameplay. A HUD isn't necessary in a game, and Wilson provides examples of showing players information via other means such as read-outs on in-game items like weapons, or sound effects, or making the screen flash red, etc. The article discusses how designers should decide what and what not to display to players in terms of information, but does not really touch upon how limiting/increasing information available to players alters the gameplay. This is where my ideas come into play, so to speak.

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