What?
I mean, that little mini map there is what Google Maps looks like on a phone.
The few games that can do this, do it well: through simplicity. I don't want every game to be as simple as Limbo.
This attitude certain gamers have that no one should be allowed to have things they don't personally enjoy really needs to stop.
I’m not really fond of excess anything, but I feel like the more information a player is given, the better chance they have to successfully navigate their goals. This is, of course, unless the game is designed around exploration in which case the game should only give them enough information/incentive to motivate them to continue to explore. I recently started playing Minecraft and it was a tab bit of an explosive-cluster-fuck until I read the wiki and found out how to make tools. A tutorial or in game encyclopedia would have been grand.
Also, if information overload is really a problem I doubt World of Warcraft mods would be as enormously successful as they’ve been, and most of those just feed to player additional gobs of data they need to play the game. Like I said, if a game is trying to tell you something there should be a reason for it, otherwise, fuck it.
http://i.imgur.com/snX8H.png
Motion trackers are ALWAYS hand-holding tools for kids and non-gamers imo. The best challenge and feeling is to use your eyes and awareness to guage where enemies are around you.
Great article!
Bam. Nicely put. I'm not totally opposed to HUDs and minimaps - but when the player is spending more time looking at them than actually looking at the main gameplay part of the screen, then something has gone wrong. And you're much more likely to admire a gorgeous vista or crazy building if you're not busy checking how many energy canisters you've got left or thinking about where to refill your mana.
Glad to see this one promoted!
I love minimalistic HuDs, keeps things nice and simple, but I agree with contextually different ones, like your example on Halo, because that's just what happens with games like Dead Space, the HuD is still very much there, but the way it's implemented into the game makes you feel more like Isaac and not like some Intelligence officer barking orders.
And I think that's the whole point really, implementing HuD elements into the actual game to make them more fluent and natural rather than sticking stuff directly to the screen. Then again that may not be possible sometimes because there are situations when removing some elements from the HuD is impractical but I think that some simple "fading in, fading out", if dome right, helps keep things consistently minimal.
On the other hand i love playing Metro 2033 with no hud, There's just something great about having to check my watch through frozen over condensation to see if that filters gonna last much longer.It adds to the experience.
I do love me some Ico and Shadow of the Colossus, though. L.A. Noire had a decent system that majorly improved over Sony's failed effort with The Getaway. Braid and Limbo were also very clean and free of any screen information, but were also incredibly simple in premise and controls.
HUD free is not what I'd want, though. Very limited HUD is what I think we should aim for. Instead of displaying everything in words, developers should try to get something like Dead Space. Health is always visible, but acts like part of your suit.
Brothers in Arms was also another great example of that.

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