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Going HUDless for Immersion

Posted by Nick Dinicola on July 7, 2009

The traditional heads-up display is more and more being treated as an unwanted intrusion on the gameplay experience. Players need the information displayed, but the HUD can sometimes be distracting. Many developers try to do away with it, hoping that will make their game more immersive, and different games take different routes with different results.

Far Cry 2 and Uncharted: Drakes’s Fortune have traditional HUDs, but try to hide them as much as possible. In both games the HUD only appears in certain situations, and then fades out of sight when it’s not needed. Far Cry 2 shows the typical health and ammo, but the health meter only shows up when the player is hurt or uses a syrette to heal, while the ammo only appears when a gun is running low and must be reloaded soon. Uncharted takes things a step further by removing any health meter, instead the bright colors of the forest fade each time Drake is hurt until the screen is black and white, and then the color returns as his health automatically regenerates. The ammo appears whenever the player shoots.

Fading a HUD into and out of view depending on the situation is a fitting compromise for these two games. A HUD, no matter how small it is, attracts the eye, so by removing it until it’s necessary the player is more likely to notice the details in the environments. Since both games have impressive environments, it’s only natural that the player be encouraged as much as possible to admire it, and not spend the game looking at a mini map, health meter, or ammo counter. But this technique doesn’t solve the problem of immersion. The character can’t see the information in the HUD so there’s a clear disconnect between us and them. We can see things they can’t. Even if the information in the HUD is limited to only things the character would know, presenting it in a floating, immovable menu still creates that disconnect.

Read the rest at PopMatters.

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