Oldest Snake
Member
I love a good HUD, don't know about anyone else, but more and more I'm wishing games did away the damn things altogether. Not always possible of course, but the less information cluttering up the screen, the better as far as I'm concerned. I'm also partial to HUD elements that fade in and out as and when the player needs them.
That said, some devs do a great job of designing their HUDs... and some don't. But both are worth discussing.
To kick things off here are a few of my notable good/bad gaming HUDs.
Good
Dead Space series. Health & stasis info represented on the back of the suit, anything else (map/objectives) is brought up as and when you need it. Incredibly immersive.
Far Cry 2. Consistent with the overall design of the game (brown) and not too intrusive.
Peter Jackson's King Kong. No pictures, since it's a bit pointless, but the game actually did away with the HUD completely. Health was represented by your character's breathing, and Jack would call out the number of bullets remaining during reloads. If anyone hasn't played this game it's a very underrated shooter IMO.
Bad
Dark Souls. Just awful.That weapon/item selection toolbar is horrendous and far too big.
Assassin's Creed series. Time goes by and Ubisoft just keeps shoving more and more crap onto the HUD, it's like the Star Wars prequels of HUD design. Fortunately Unity had the option to disable the HUD by clicking the thumbstick, but it still doesn't excuse the complete clusterfuck that is their HUD design. Even worse when the in-game database is updated during missions and the HUD elements started to overlap and hide information from the player. I am aware that elements can be disabled in the menu but it still wouldn't kill Ubisoft to figure out a better way of getting information to the player.
A few examples to get things started (hopefully). What are your favourite, or least favourite game HUDs? What do you think makes a good HUD? How else do you think developers could get information to the player without text on screen displays?
That said, some devs do a great job of designing their HUDs... and some don't. But both are worth discussing.
To kick things off here are a few of my notable good/bad gaming HUDs.
Good
Dead Space series. Health & stasis info represented on the back of the suit, anything else (map/objectives) is brought up as and when you need it. Incredibly immersive.
![9aQnIHL.jpg](http://i.imgur.com/9aQnIHL.jpg?1)
Far Cry 2. Consistent with the overall design of the game (brown) and not too intrusive.
![4FFhiXp.jpg](http://i.imgur.com/4FFhiXp.jpg?1)
Peter Jackson's King Kong. No pictures, since it's a bit pointless, but the game actually did away with the HUD completely. Health was represented by your character's breathing, and Jack would call out the number of bullets remaining during reloads. If anyone hasn't played this game it's a very underrated shooter IMO.
Bad
Dark Souls. Just awful.That weapon/item selection toolbar is horrendous and far too big.
![mGE0jVc.jpg](http://i.imgur.com/mGE0jVc.jpg?1)
Assassin's Creed series. Time goes by and Ubisoft just keeps shoving more and more crap onto the HUD, it's like the Star Wars prequels of HUD design. Fortunately Unity had the option to disable the HUD by clicking the thumbstick, but it still doesn't excuse the complete clusterfuck that is their HUD design. Even worse when the in-game database is updated during missions and the HUD elements started to overlap and hide information from the player. I am aware that elements can be disabled in the menu but it still wouldn't kill Ubisoft to figure out a better way of getting information to the player.
![tgXs8yA.jpg](http://i.imgur.com/tgXs8yA.jpg?1)
A few examples to get things started (hopefully). What are your favourite, or least favourite game HUDs? What do you think makes a good HUD? How else do you think developers could get information to the player without text on screen displays?