Op Ed

truepcgaming - Visual Noise: A Criticism of HUDs.
Having a player’s health, ammunition, inventory, and abilities always visible is a staple of the gaming medium, but one that we may be better off learning to deal without. I make this claim based solely on the experiences of noticing that virtually all games get better without an always-on interface. I’ve managed to nix 90% of the unnecessary HUD materials off New Vegas through two mods, and the result is a game that is unquestionably more immersive, balanced, difficult, and above all, beautiful.

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Re: Op Ed
Sep 17, 2011, 20:48
17.
Re: Op Ed Sep 17, 2011, 20:48
Sep 17, 2011, 20:48
 
The author seems to be confusing "HUD" with "player assists." Things like hit direction indicators, radar, grenade proximity indicators, enemy highlighting, object highlighting, objective markers, etc, are overpowered because of what they do, not because they are typically conveyed through the HUD. HUDs are simply the most efficient way to show essential information (like health and ammo) to the player.

Ideally, all games would let you toggle elements of the HUD as you see fit. DX:HR let you turn off the reticule, objective markers, button prompts and item highlights but they didn't let you turn off the radar, which was easily the most overpowered thing in the game.
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