Played for about 6 hours, great time. I only had 1 “bug” do far. A tutorial popped up before I did something to trigger it. That thing was in the room though.
I don’t ever get many bugs though while gaming so I’m probably not the best example.
The standard game mode has map markers, quest icons, and a health bar. However, if you switch to hardcore mode it removes pretty much everything. There’s no map markers on the world map, and no compass, so you need to figure out where you are on the map by building up knowledge of the landmarks and roads of the area. The sun and moon can be used as directional markers as well.
I definitely recommend it, but it seems there are people that bounce off of the combat system. It takes a bit of getting used to, but it’s very enjoyable when you get it.
Some days I just ignore quests and ride my horse around the countryside. I tend to play a lot of dice at the taverns, and doing some hunting is also fun.
This is a perspective I just don’t understand, personally. I’ve seen people get super excited about being able to turn off the HUD in Souls games and then die because they didn’t realise they were low on health. I’m sure it can be done well and I’m not judging at all, I just don’t get it. I’d rather have a well made HUD (i.e. Not over the top) than nothing. I kinda wish I understood the appeal.
All that said, I am 10,000% in favour of giving users options in all software. So if you can turn the HUD on or off, add or remove details etc, all the better.
It certainly works better in some games than others! Usually a HUD element would need to be replaced with a different on-screen visual indicator…how well it works can vary a lot between games and genres.
Well, you mentioned Battlefield 1 already, but yes.
No HUD, good sound system, only standard issue rifles… Honestly an experience like no other.
I mention good sound because no HUD means you get a lot more focused on what you’re hearing, and the sound in this game is fantastic. So many great audio clues to work with.
Holy crap I’ve played so much AC and never thought to try those without the HUD! I feel like unity and syndicate in particular would be great to wander around with no screen clutter!
I completely understand how overcluttered and distracting some HUDs can become. I have found however that fully HUDless experiences tend to be more of a novelty than an increase in immersion.
If I’m playing a shooter and don’t have information on, say how many magazines I have, I find that more distracting than immersive. In real life I could quickly pat my vest to know. A HUD can be a replacement for information that seems intuitive to have because in a real situation we’d have kinesthetic feedback.
Basic information like health while injured is simply too useful. Realistically my health isn’t defined by a single variable bar nor is it restored instantly from a grievous wound by a using a syringe, so I find that seeing the bar is useful for succeeding in the game even if it is equally as unrealistic.
Something like the iHUD mod for modern Fallout games is my ideal HUD. It is modular and I can define what information I see, what information I don’t, and for how long the information I do get stays on the screen. Health can be set to only show at certain thresholds, the compass directions or map markers can be disabled unless I ask to see them briefly. Other elements similarly made optional.
I’ve played fully HUDless in both Metro games and in modded STALKER games, and each time I do I find myself going back to having at least a minimal informative HUD.
I don’t hate HUDs and I think most people who try HUDless don’t actually hate them either. What is hated are obnoxious tool tips, flashy HUD animations, and floating intrusive quest markers. If UX designers do their jobs right, people don’t know they did anything at all.
I think you hit the nail on the head, give me what I need to know when I need it, and make it more environmental when possible. Halo for example had the assault rifle show the ammo count on the gun itself and other games have as well, there are countless other ways to give information organically to the player.
There are diegetic elements like that, but also how the non-diegetic HUD delivers information.
When is it giving information? Is it giving me information I don’t actually need at the moment. For example a first person game that always has a compass or minimap. Maybe I want those sometimes, but do I want them always?
What are the visuals of the HUD like? Are they easy to read? Are they distracting? HUDs that have stretched and difficult at a glance fonts are a bad idea to me. Simple fonts that can be read against a variety of background colors are seemingly underdesigned to many UX designers, but it’s all I want sometimes.
Do HUDs have needlessly animated elements? Sometimes just putting a plain and simple number or bar on a screen is enough, but many games add so many artistic flourishes that it gets in the way of the game visuals.
HALO CE had its shield bar with the little health dots underneath. Technically diegetic, but obviously a gameplay element. It wasn’t distracting, it was clean and easy to read, it gave information that was constantly relevant.
I much prefer a compass to a mini-map, for me the mini-map is the worst offender in terms of pulling my attention constantly into one corner of the screen. Halo’s motion sensor was good in that sense too, I’d check it but not constantly.
The Metro series is incredible for this. You have to press a button to check how many bullets are left, or how much oxygen is in your current canister. All kinds of awesome stuff in a bleak, rich world.
I think deadspace 1 and 2 were really immersive and world building. The UI didn’t feel like one. Your HP? It’s on your spine. Literally! It made sense too if you work with others, as it let’s them know if you feel like poo underneath the suit without needing to do anything risky.
I second this. Ranger mode is also my gold standard for how FPS gameplay should feel. Anybody is going down after a couple rifle rounds to the chest, plates or no, and that includes you.
I third this. It is an excellent no hud game because of all the diegetic elements, like the physical map or the filter time remaining being shown by your watch. Lots of games will have ui menus you have to go through. Metro doesn’t.
Even further in this direction is Escape from Tarkov. I don’t care for the multilayer, but there is a single player mod called SPT-AKI which I highly recommend
Dead space? It famously has a hud that’s built into the world rather than being random bars and stuff on the screen. Everything UI related is essentially from an object in the game
Styx: Master of Shadows. Been meaning to play it for years.
On paper, I should be enjoying the fuck out of this. Stealth is my favorite genre, I enjoy fantasy, and it even reminds me a little of Thief in some aspects (mainly art design and some of the mechanics).
Yet, I’m just not enjoying it. I don’t know why. Maybe it’s the skill tree gating basic abilities like aerial/ledge kills, but I never had an issue with the skill tree or gated abilities in something like Dishonored, just as an example.
Maybe I’m finding the AI overly aggressive and hyper aware, but I rarely have that problem with most other stealth games, some of which do have acutely aware enemies who’ll spot you immediately.
Maybe it’s that it feels like there are just too many guards/enemies in each level, while also feeling cramped (like there’s oftentimes no corner you turn without a new enemy to deal with), which makes it crowded and much more difficult to navigate.
Maybe I’m just not vibing with the controls or the story or something.
I honestly don’t know. It just doesn’t feel fun for some reason, despite checking nearly all my boxes. It’s missing something that I can’t quite put my finger on.
bin.pol.social
Aktywne