tmp7704 wrote...
I see it opposite here -- a case where one controversial decision (using inconvenient method to provide information about character state) causes you to make another (leave the UI visible in situation where it's generally not needed) just to do what the original design can do without that.
Leaving the UI visible all the time has other benefits, regardless of these icons. Even without sustainable abilities I'd rather leave the UI in place.
Having it come and go does nothing but draw attention to it, thus serving as a constant reminder than I'm playing a game rather than experiencing a deep and vibrant world.
BioWare games pre-KotOR left the UI in place during dialogue. I see no reason why new can't can't.A reason for this would be contextual information -- there's no need to put the UI clutter in the player's view when it's not relevant to situation at hand, and provides but a distraction from what actually matters.
What matters is determined solely by the player. BioWare can't know that moment-to-movement in any gamer's roleplaying experience.
This is the same reason why I oppose depth of field effects in cutscenes. BioWare can't know what my character will be focusing on.
I wouldn't confuse "the vfx is only visible to the player" with "there's no visible effect within the world at all" here. It's more of a two-way street imo -- abilities like defensive stances and whatnot are very likely something character in game world can perceive simply by looking at how the person using these abilities moves and acts... but we, the players don't receive the same information on our screens because the game doesn't have such sophisticated and wide range of available animations etc to reflect it. So instead the game conveys that info to us through particle effects and such.
then they need to document exactly what each effect means, both within the game world and without it.
No information is valuable if it's indecipherable.