"HUD" The Heads-Up Display for ME3- A Discussion
#226
Posté 28 mars 2011 - 12:17
#227
Posté 28 mars 2011 - 12:39
II J0SePh X II wrote...
"Most third-person video games still give you an obtrusive HUD that pretty much takes away the feeling of immersion."
I find it an oxymoron to talk about 'lack of immersion' while wanting to stick to a 3rd person perspective.
3rd person perspective is to get a better feel for your surroundings , rather than immerse yourself in the game. If you want immersion, you go 1st person, otherwise you are just pulling stuff out of your rear. (and no, links to people saying something about a game that is totally different in both game-play as well as thematic perspective shouldn't have any bearing on a discussion pertaining ME mechanics)
Let's for a second asume that there actually have been some development in squad based minded technology up to the timeframe that ME depicts. This would make it REALLY plausible for the helmets/visors/glasses/gadgets/whatever people use near their eyes to actually convey the needed data on a HuD there. However, since we are viewing the action in 3rd person, we would have a rather hard time to discern data on the inside of the visor helmet of Shepard. Thus an overlay HuD on OUR screen, to show US what Shepard sees on his/her visor.
Starting to display various places on your armour what the status of you and your squad members would be a huge immersion breaker. Not only would it be a bastard to get a reading from during heated combat where your character is moving his/her body all the time, but the tactical implication would be downright stupid.
I mean.. Seriously... Which special ops team would plaster each of their members with VISUAL indicators of all their team assets for EVERYONE to see? You might as well shout to the enemy whenever you run out of ammo so they can pluck you down without worry or the like, or what kind of ammo/powers you are using so they can counter it. I can easy envision it, the enemies going: "Oh, his suit tells me he is at full health, but his squadmate only needs a single pop. Maybe I should focus on that guy instead right now..."
There's enough games out there where you have to actively fight the interface into giving you the data you want from it, instead of the interface working with you to give you the required data fast and easy.
Please, PLEASE, let us not turn ME into one of those as well...
Modifié par SalsaDMA, 28 mars 2011 - 12:41 .
#228
Posté 28 mars 2011 - 12:47
#229
Posté 28 mars 2011 - 12:52
good idea, I'd preffer to have a similar version of ME2's hud, but with more
clear, simple health and shield bars for squadmates.
And maybe, instead of bothering to put a line in Shep's back a la Ser Issac of Clarke, why
not use the armor "LEDs" to show Shep's status? Blue=Shields up
Yellow=No shields and taking damage Red=Hurt
OR
I insist again on this idea, the removal of those meaningless red veins that appear when you're hurt, and replace them with something allusive to an important in-game element, like for example, Harbinger's lens flares appearing at some point in the middle of the screen, like this
[/quote]
Modifié par Les_Carver, 28 mars 2011 - 12:53 .
#230
Posté 28 mars 2011 - 01:11
#231
Posté 28 mars 2011 - 01:30
SalsaDMA wrote...
II J0SePh X II wrote...
"Most third-person video games still give you an obtrusive HUD that pretty much takes away the feeling of immersion."
I find it an oxymoron to talk about 'lack of immersion' while wanting to stick to a 3rd person perspective.
3rd person perspective is to get a better feel for your surroundings , rather than immerse yourself in the game. If you want immersion, you go 1st person, otherwise you are just pulling stuff out of your rear. (and no, links to people saying something about a game that is totally different in both game-play as well as thematic perspective shouldn't have any bearing on a discussion pertaining ME mechanics)
actually 3rd person perspective is just as immersive as 1st: for a start seeing your character on-screen allows for far more empathy and identification than never seeing yourself (except in reflection/whatever) - this is particularly important in an rpg-type game that mass effect is. this goes all the way back to the first proper 3-d games, too: tomb raider et al chose 3rd person view for precisely these reasons.
#232
Posté 28 mars 2011 - 02:13
Jebel Krong wrote...
SalsaDMA wrote...
II J0SePh X II wrote...
"Most third-person video games still give you an obtrusive HUD that pretty much takes away the feeling of immersion."
I find it an oxymoron to talk about 'lack of immersion' while wanting to stick to a 3rd person perspective.
3rd person perspective is to get a better feel for your surroundings , rather than immerse yourself in the game. If you want immersion, you go 1st person, otherwise you are just pulling stuff out of your rear. (and no, links to people saying something about a game that is totally different in both game-play as well as thematic perspective shouldn't have any bearing on a discussion pertaining ME mechanics)
actually 3rd person perspective is just as immersive as 1st: for a start seeing your character on-screen allows for far more empathy and identification than never seeing yourself (except in reflection/whatever) - this is particularly important in an rpg-type game that mass effect is. this goes all the way back to the first proper 3-d games, too: tomb raider et al chose 3rd person view for precisely these reasons.
There's nothing 'immersive' with 3rd person. What is IS however, is a superior interface than 1st person to convey info to the player about the character he/she is controlling. Ie. In 1st person, you are only aware of what you can 'see' through the eyes of the character, or his field of view. In 3rd person, you are able to better see what is going on as well with your character. Take Sheploo sitting behind cover, back to cover, head tilted to the side, waiting for an opening in the fire to pop out to return fire.
From the player in 3rd person, the camera is the same direction all the time, giving a superior awareness of what is happening, letting the player pick the exact right moment to pop out by letting him see visual data that is not available to Shepard.
From the player in 1st person, however, he most likely wouldn't be sitting with his back against the cover to start with, but more hunch front faced down behind the cover, looking straigth into a large block of cover obstructing him/her from seeing anything, much less know when the oppoenets are stopping firing. audioble cues are needed by the player to discern that, and this is still a guesswork at most, much like Shepard him/herself would have had to do. And if a cover model was used that actually made shepard have his back towards the cover, popping out to fire a few shots would result in a swirly mess of the camera as it did a 180 degree turn in a second or less, forced the player to make a quick visual glance of what he could see, fire a few shots while hoping he manages to aim the gun at something relevant, before swirling the camera back again without being able to really see anything.
Claiming 3rd person is more immersive is just wrong, regardless of who claims it.
You can claim it gives a feel that is closer to movies (and even here you would be wrong, as movies rarely actually use a 3rd person, but more often a lot of different angles all the time that would be close to impossible for actual gameplay to being possible), but let us not confuse movies and immersion with each other, shall we?
#233
Posté 28 mars 2011 - 02:14
SalsaDMA wrote...
II J0SePh X II wrote...
"Most third-person video games still give you an obtrusive HUD that pretty much takes away the feeling of immersion."
I find it an oxymoron to talk about 'lack of immersion' while wanting to stick to a 3rd person perspective.
3rd person perspective is to get a better feel for your surroundings , rather than immerse yourself in the game. If you want immersion, you go 1st person, otherwise you are just pulling stuff out of your rear. (and no, links to people saying something about a game that is totally different in both game-play as well as thematic perspective shouldn't have any bearing on a discussion pertaining ME mechanics)
I play third and first person games for different gameplay experiences, not levels of immersion. Even first person games vary in regards to immersion. Crysis 2 is far more immersive than Homefront atm, because of the way the story and missions are delivered. I don't think Homefront or the CoD franchise deliver an immersive experience at all. Too much "follow Mr Invincible who's immune to bullets" for those games to even register on the immersion scale.
I'd put Crysis 2 and Dead Space 2 on a par with each other. There's a viable reason for information being where it is from the point of view of both the player and the protagonist. In Crysis 2, it's the nanosuit visor - in Dead Space, it is the Holos. The only reason to have info on your screen is to help you play a video game - immersion broken - whether that be third or first person games.
#234
Posté 28 mars 2011 - 02:41
II J0SePh X II wrote...
SalsaDMA wrote...
II J0SePh X II wrote...
"Most third-person video games still give you an obtrusive HUD that pretty much takes away the feeling of immersion."
I find it an oxymoron to talk about 'lack of immersion' while wanting to stick to a 3rd person perspective.
3rd person perspective is to get a better feel for your surroundings , rather than immerse yourself in the game. If you want immersion, you go 1st person, otherwise you are just pulling stuff out of your rear. (and no, links to people saying something about a game that is totally different in both game-play as well as thematic perspective shouldn't have any bearing on a discussion pertaining ME mechanics)
I play third and first person games for different gameplay experiences, not levels of immersion. Even first person games vary in regards to immersion. Crysis 2 is far more immersive than Homefront atm, because of the way the story and missions are delivered. I don't think Homefront or the CoD franchise deliver an immersive experience at all. Too much "follow Mr Invincible who's immune to bullets" for those games to even register on the immersion scale.
I'd put Crysis 2 and Dead Space 2 on a par with each other. There's a viable reason for information being where it is from the point of view of both the player and the protagonist. In Crysis 2, it's the nanosuit visor - in Dead Space, it is the Holos. The only reason to have info on your screen is to help you play a video game - immersion broken - whether that be third or first person games.
I haven't tried the specific games you mention (although I tried DS1 and Crysis1), but I agree on your end analysis.
#235
Posté 28 mars 2011 - 02:57
SalsaDMA wrote...
Jebel Krong wrote...
actually 3rd person perspective is just as immersive as 1st: for a start seeing your character on-screen allows for far more empathy and identification than never seeing yourself (except in reflection/whatever) - this is particularly important in an rpg-type game that mass effect is. this goes all the way back to the first proper 3-d games, too: tomb raider et al chose 3rd person view for precisely these reasons.
There's nothing 'immersive' with 3rd person. What is IS however, is a superior interface than 1st person to convey info to the player about the character he/she is controlling. Ie. In 1st person, you are only aware of what you can 'see' through the eyes of the character, or his field of view. In 3rd person, you are able to better see what is going on as well with your character. Take Sheploo sitting behind cover, back to cover, head tilted to the side, waiting for an opening in the fire to pop out to return fire.
*snip*
Claiming 3rd person is more immersive is just wrong, regardless of who claims it.
You can claim it gives a feel that is closer to movies (and even here you would be wrong, as movies rarely actually use a 3rd person, but more often a lot of different angles all the time that would be close to impossible for actual gameplay to being possible), but let us not confuse movies and immersion with each other, shall we?
level of immersion is down to the game, i gave examples of just how 3rd person view can be used to improve immersion compared to 1st person viewpoints, try reading comprehension first though. personally i don't care which perspective is taken as they both have pros and cons and depend entirely on the gametype and experience - don't post BS opinion as fact and you won't get called on it.
#236
Posté 28 mars 2011 - 03:05
Jebel Krong wrote...
SalsaDMA wrote...
Jebel Krong wrote...
actually 3rd person perspective is just as immersive as 1st: for a start seeing your character on-screen allows for far more empathy and identification than never seeing yourself (except in reflection/whatever) - this is particularly important in an rpg-type game that mass effect is. this goes all the way back to the first proper 3-d games, too: tomb raider et al chose 3rd person view for precisely these reasons.
There's nothing 'immersive' with 3rd person. What is IS however, is a superior interface than 1st person to convey info to the player about the character he/she is controlling. Ie. In 1st person, you are only aware of what you can 'see' through the eyes of the character, or his field of view. In 3rd person, you are able to better see what is going on as well with your character. Take Sheploo sitting behind cover, back to cover, head tilted to the side, waiting for an opening in the fire to pop out to return fire.
*snip*
Claiming 3rd person is more immersive is just wrong, regardless of who claims it.
You can claim it gives a feel that is closer to movies (and even here you would be wrong, as movies rarely actually use a 3rd person, but more often a lot of different angles all the time that would be close to impossible for actual gameplay to being possible), but let us not confuse movies and immersion with each other, shall we?
level of immersion is down to the game, i gave examples of just how 3rd person view can be used to improve immersion compared to 1st person viewpoints, try reading comprehension first though. personally i don't care which perspective is taken as they both have pros and cons and depend entirely on the gametype and experience - don't post BS opinion as fact and you won't get called on it.
I'm sure, but there is no immersion gained for me by looking at a female artificially enlargened chest while playing a game, as I'm a guy. So regarding your 'reading comprehension' comment, you can shove it, as it was a non-issue to start with. I'll gladly re-iterate from my post, though, in case you had trouble picking it up, despite it being part of your quote: "Claiming 3rd person is more immersive is just wrong, regardless of who claims it.
"
#237
Posté 28 mars 2011 - 07:15
#238
Posté 28 mars 2011 - 07:41
#239
Posté 28 mars 2011 - 07:45
#240
Posté 28 mars 2011 - 08:04
Powgow wrote...
I think 3rd person gives a more cinematic feel, you are playing an interactive movie. A HUD breaks that feeling, and thats why it is more superior interface wise then mass effect (in my opinion)
And when you can't read the data you need from your interface, what then? Still superior?
*shakes head*
If you want to play DS, play DS. If you want to play a squadbased game with alot more going on during combat than in DS, you can play ME.
Just because both are in 3rd person you shouldn't start thinking they are the same game types. They are not. Even the pace when shooting a single hostile is different, let alone the rest of the game mechanics and pacings...
What's next? Apply DS interface for RTS games that are rendered in 3d as well despite that too is a totally different gamestyle, just like ME is compared to DS? Would it be too much to ask people to read about some of the considerations the devs have already done on this subject that showed them how cumbersome it was to adapt a DS style of interface to ME without massive changes to the game?
#241
Posté 28 mars 2011 - 08:05
Nothing beats it in my opinion. It's ingenious.
#242
Posté 28 mars 2011 - 08:20
#243
Posté 28 mars 2011 - 08:47
vimpel wrote...
It's possible on unreal engine . Take a look at this one forums.epicgames.com/showthread.php : The UDK tutorials how to make 3d hud
Just because it is possible (by the way, any programmer/UI designer with some self-respect could have done this anyway) doesn't mean that you should do it.
I fully agree with SalsaDMA, you can't say that DS and ME are the same gametypes and should be played just the same because the camera is 3 feet behind the protagonist. The HUD, or lack of one, in DS works because an overlay HUD would destroy that cramped feeling that makes DS great. But i doesn't mean that you should put it in ME as well.
#244
Posté 28 mars 2011 - 08:53
SalsaDMA wrote...
I'm sure, but there is no immersion gained for me by looking at a female artificially enlargened chest while playing a game, as I'm a guy. So regarding your 'reading comprehension' comment, you can shove it, as it was a non-issue to start with. I'll gladly re-iterate from my post, though, in case you had trouble picking it up, despite it being part of your quote: "Claiming 3rd person is more immersive is just wrong, regardless of who claims it.
"
still just your opinion, not FACT, i quoted it to point that out, just like i have. again. sadly you missed that little fact. AGAIN.
#245
Posté 28 mars 2011 - 09:03
Jebel Krong wrote...
SalsaDMA wrote...
I'm sure, but there is no immersion gained for me by looking at a female artificially enlargened chest while playing a game, as I'm a guy. So regarding your 'reading comprehension' comment, you can shove it, as it was a non-issue to start with. I'll gladly re-iterate from my post, though, in case you had trouble picking it up, despite it being part of your quote: "Claiming 3rd person is more immersive is just wrong, regardless of who claims it.
"
still just your opinion, not FACT, i quoted it to point that out, just like i have. again. sadly you missed that little fact. AGAIN.
So you literally feel that 3rd person is more immersive than 1st person, everything else regardless?
Something tells me we have quite different perceptions of what the word 'immersion' means.
You are ofc entitled to your opinion that viewing yourself and your suroundings from an external angle/viewpoint is more 'immersive' than viewing out through your eyes; Just don't start saying it is of equal validity as a 'fact' by trying to claim facts are opinions.
At this point, you sound like someone that would retort: "that's your opinion" when faced with the statement that "water is a liquid in its natural form".
#246
Posté 28 mars 2011 - 10:18
Immersion in this sense has nothing to do with first person or third person. It's just that everything on screen should belong to the world your character is in and accessible by your character. For example, in ME the questlog/codex is for players only, in Dead Space you have Isaac looking up his mission details (seeing him doing so!). What was done using this guidelines?
- Inventory (Dead Space)
- Questlog (Dead Space)
- Health (Dead Space)
- Ammunition (Dead Space)
- Weapon Upgrades (Dead Space)
- Messages (Dead Space; Sheps Laptop)
Whether or not every necessary information for the player can be integrated this way, I don't know. But Dead Space took me by surprise the way it handled those things. So, for instance, who is against Shep using his/her omni-tool to access the codex and seeing Shep reading the codex as a holopraphic projection?
Modifié par Frumyfrenzy, 28 mars 2011 - 10:20 .
#247
Posté 28 mars 2011 - 10:25
if it could be integrated into the hudless version, i think more people than just I would be happy.
But, without a doubt, dead spaces hud definitely helps the games' immersion
#248
Posté 28 mars 2011 - 10:40
#249
Posté 28 mars 2011 - 11:19
This IMO is the one problem minimalist or immersive HUDs run into quite often. I.e. not clearly displaying the required information. Blue, Yellow and Red are not enough to display how much health I have. Unless of-course there are only four states of health shields, no shields, hurt, dead; thankfully that is not the case. Color by itself does not display nearly enough information, it is just color, sure it works as a rough indicator good for a quick glance but beyond that it isn't uesful. Dead Space did get it right in that respect, you have bars of health which are augmented with the colored lights useful as a rough indicator of your status.Les_Carver wrote...
And maybe, instead of bothering to put a line in Shep's back a la Ser Issac of Clarke, why
not use the armor "LEDs" to show Shep's status? Blue=Shields up
Yellow=No shields and taking damage Red=Hurt
I insist again on this idea, the removal of those meaningless red veins that appear when you're hurt, and replace them with something allusive to an important in-game element, like for example, Harbinger's lens flares appearing at some point in the middle of the screen, like this
I am going to respectfully disagree, now this may be my own personal bias, but anything that blocks or heavily obscures (GOW cog) my FOV is bad. The veins are just as bad because they look horribly out of place with the art style of ME in general but also becuase the last thing I want when near death is tunnel vision. I think ME1 did it right Sheps heartbeat got louder, everything on the screen started to red shift, the edges of the screen became blurry, your health bar had a little ECG pop up. The only other things I could ask for is that when in Critical Health have Shep limp, or hold their sides while out of combat and obscure the players hearing.
Modifié par Admoniter, 28 mars 2011 - 11:28 .
#250
Posté 28 mars 2011 - 11:32
This would be pretty cool cause if a lot of quests are cluttered and you're in a HUB where you want to turn them in or progress a lot of them at the same time it can become pretty tedious to run around without knowing where who is.
Also although this isn't the actual thread to point this out, but sometimes when partymembers start to talk about vistas or observations in general areas in Mass Effect 2. They would often be interrupted by a random person, like the Volus that wants a lot of power, and speed. Then they would stop talking and I missed out on that entire sentence since I can't click again.





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