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submitted 11 months ago by PolishAndrew@lemmy.world to c/games@lemmy.world

I'm starting to find that HUDs in games clutter the screen and take away from being fully immersed in the game. I like games that force you to pay attention to what's going on in the game and not numbers/markers on the edges of the display. What are some of your favorite games to play with no HUD? Here are a few of mine:

Astroneer - this game has tool tips on screen but that's about it. There isn't even an inventory, all objects are interactive and you can physically place them on your backpack.

Battlefield 1 - super gritty and immersive, but playing without a HUD really puts you at a disadvantage online.

Red Dead Redemption 2 - I liked that you could hide the HUD, but the mini-map was a tap on the d-pad away if you get lost. It was a super immersive experience!

Grand Theft Auto 5 - maybe not designed to be played without the HUD, once you get used to the layout of the city this becomes a lot easier, and you focus more on landmarks to navigate and again this really increased immersion. Sometimes finding things in missions wasn't obvious and required consulting the map but otherwise this was enjoyable.

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[-] PolishAndrew@lemmy.world 4 points 11 months ago

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.

[-] setsneedtofeed@lemmy.world 4 points 11 months ago

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.

[-] PolishAndrew@lemmy.world 1 points 11 months ago

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.

this post was submitted on 06 Dec 2023
92 points (97.9% liked)

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