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Free-HUD lost in translation?


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#1
LoboFH

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In old interviews the devs were talking about a Free-HUD approach, like Dead Space, Metro 2033, etc, but the leaked beta screenshots shows a horrible HUD, ugly and disturbing.

I hope this is just the beta state of the build and the final product will get a totally different HUD.

#2
LGTX

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This is pretty much the finalized HUD. I like it.

The Dead Space comment was an early considered concept, but it didn't work well with cover mechanics. It was scrapped shortly after.

#3
Someone With Mass

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If it's placed a little lower, I'd like it a lot.

#4
Yuoaman

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If it were actually placed on the bottom of the screen I'd love it, at the moment it's in a very odd position.

#5
LoboFH

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LGTX wrote...
The Dead Space comment was an early considered concept, but it didn't work well with cover mechanics. It was scrapped shortly after.


Why cover mechanics would matter?, there are free-HUD approaches in all kind of games: FPS (Metro 2033), TPS with no cover mechanics (Dead Space), TPS with cover mechanics (Uncharted or Gears of War), etc. Only matters the willing to do it, who needs to see a image of the weapon in a HUD?, the weapon is in my hands.

But my concern is not only the "failed promise"....it's the outrageous design: disturbing colours, childish design, odd placement in the screen...it's the iconic representation of jump for analphabets, one would think Mass Effect players (and all players for that matter) are intelligent enough to know they should jump over a fissure, we don't need a ugly childiss icon to babysit us all through a game.

Modifié par LoboFH, 07 novembre 2011 - 03:49 .


#6
Blaze Warlord

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cant it be like ME2?

because this new one is horrible

#7
LGTX

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Squad icons and quick-access powers for console versions are to be displayed below the bar. It's perfectly aligned as of now.

#8
Chala

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It's too big
Just put the health bar a little lower and make that icon smaller. Those are the only things that need to be fixed.

#9
LGTX

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LoboFH wrote...

LGTX wrote...
The Dead Space comment was an early considered concept, but it didn't work well with cover mechanics. It was scrapped shortly after.


Why cover mechanics would matter?, there are free-HUD approaches in all kind of games: FPS (Metro 2033), TPS with no cover mechanics (Dead Space), TPS with cover mechanics (Uncharted or Gears of War), etc. Only matters the willing to do it, who needs to see a image of the weapon in a HUD?, the weapon is in my hands.

But my concern is not only the "failed promise"....it's the outrageous design: disturbing colours, childish design, odd placement in the screen...it's the iconic representation of jump for analphabets, one would think Mass Effect players (and all players for that matter) are intelligent enough to know they should jump over a fissure, they don't need a ugly childiss icon to babysit them all through a wise game.


You have a different problem here. You are complaining that the interface isn't catered to your level of intelligence alone. But that's not how good game design works. Good game design must be versatile, and accomodate players from any entry level, be they long-time fans or noobs to gaming altogether. Your attitude on this matter is completely alien and illogical to me.

As to the HUD, they didn't "promise" anything. ONE developer made a comment on the forums saying how they tested in-game holo-stats for weapons and health a-la Dead Space (projected straight onto weapons and/or Shep's armor), but the cover mechanics screwed with the perspective. It's not that hard to understand - in Dead Space, you just stare at Isaac's back all time, and he's barely as mobile as Shep. Whereas the latter rolls and jumps and often faces the player while keeping his weapon sideways. In-game HUD impractical.

Also, I don't recall in-game HUD for GOW or Uncharted.... granted, I haven't played all games in either one of those series (Only tried GOW1,3 and Uncharted 2), but I can't remember anything more than bleeding screen edges. Apart from that, they had largely the same approach.

Modifié par LGTX, 07 novembre 2011 - 03:55 .


#10
davidshooter

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Bioware needs to do what was done in Assassin`s Creed. The full hud is an insane amount of information (which I personally find to be overkill) but the player can shut off any individual pieces of it right down to having nothing at all on the screen - great for making vids and adding difficulty to additional playthrus. Give people the freedom to customize the appearance of their game and everyone is happy. For example, I would shut off the health and shield bars right away whereas others, I`m sure, would keep them.

having said that, I agree that this Hud is too high up in the screen and too large in general.

Modifié par davidshooter, 07 novembre 2011 - 04:07 .


#11
NYG1991

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Dead space had the player health on the back of the armor which looked cool but would be blocked when pit against cover. It worked cause dead space had no cover mechanic ME does.

#12
Saberchic

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Yuoaman wrote...

If it were actually placed on the bottom of the screen I'd love it, at the moment it's in a very odd position.


^This. It's a little high up and in the way. I hope they can change this before release.

#13
Xerxes52

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Yuoaman wrote...

If it were actually placed on the bottom of the screen I'd love it, at the moment it's in a very odd position.


Agreed. The lower HUD sits a little too high imo.

#14
Geth_Prime

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By the way, the supposedly ugly action hints can be disabled. ;)

#15
LoboFH

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LGTX wrote...

You have a different problem here. You are complaining that the interface isn't catered to your level of intelligence alone. But that's not how good game design works. Good game design must be versatile, and accomodate players from any entry level, be they long-time fans or noobs to gaming altogether. Your attitude on this matter is completely alien and illogical to me..

Perhaps because I trust in the intelligence of players, unlike 95% of games developers actually, with those obnoxious babysitting HUD's.

I prefer to loose some time learning the mechanics of a game, exploring the scene for exits and paths than to break my immersion with flashy, distracting icons.

In any case when I was talking about Dead Space's approach I meant the HUD-free approach, I don't mind how is done, just clean the crap in our screens.

davidshooter 's suggestion is the best one, indeed, Assassin's Creed got a perfect HUD customization.

Modifié par LoboFH, 07 novembre 2011 - 07:25 .