Some of those elements are temporary, but it is a real screenshot.
The permanent elements are the lower left thing, the lower right chunk, the upper middle, and the minimap. The laundry list of stuff on the right vanishes as sub-goals are completed. Ghalt or whomever else may be talking vanishes eventually. These are the PvE mode, so there's no worry about a real player hiding under any of it. The bar marked Chronique ST1 will also vanish eventually.
Augmentation will vanish when you apply your augmentations. The infinity gauntlet looking thing will vanish if you activate it (one-time cost per match).
Battleborn is pretty visually shit all things considered though.
Your picture is sort of minimalistic, it's just minimalistic in all the wrong fricking ways. >flat colors, simple gradients, no basis in-universe >still takes up like a third of the fricking screen with noisy crap, colors all over the place
It's like a "how not to apply minimalism" PSA.
both left and right have the right spirit; something fitting for their genre and setting
now someone post the dozens and dozens of games with generic mobile-tier UIs for no fricking reason despite being AAA console shit
More developers need to use context based UI, like if you're at 100% health, there isn't really a need to keep it on screen at all times (of course they should add a setting to allow it to say on screen though).
Yeah customization should be king.
I like when games allow you to turn off every element and scale the UI, many games are better without a minimap or damage indicators
Alternatively, fully customizable HUD, >Even for online games, UI elements are usually stored locally >Make the files easy to access so you can change them to whatever you want (even invisible), some people will skin them with waifus and shit, but overall it's a feature people would like >Allow position and size to be adjusted >Toggleable fade-out on all UI elements when not in active fluctuation
It's been a few years since I played it, but RS3's UI is a fricking mess until you spend the time to sort it out.
Windows absolutely everywhere, sub menus out the ass, it's disgusting
This thread is a contrarian attempting to farm (you)s by implying the latter is bad.
My first priority is a hud being functional, my second priority is it not being generic shit. That's it.
This thread is a contrarian attempting to farm (you)s by implying the latter is bad.
My first priority is a hud being functional, my second priority is it not being generic shit. That's it.
I like my HUD to give me the minimum amount of information that i need given that that's the maximum amount of information that i want.
I want it to cover the least amount of screen estate as possibile so i can see the fricking game and be immersed in the experience
In OP's VC screenshot i'd keep everything except for the command prompts, and i'd also like it to be scaled down a bit.
Ideally all HUDs would be customizable, at least to the extent of hiding and resizing elements you don't want. I pretty much agree. Unless they're contextual enough that you need the cue to tell you when the action is valid, command prompts are pretty redundant.
Games should NEVER have mini-maps.
With mini-maps you glue your eyes on that small rectangle with arrows and dots. NOT looking at the actual game like you're supposed to.
Mini-maps ruin games.
>art names and descriptions still have to be present at all times because xenoblade 1's arts palette wasn't good enough somehow >can't just put the interlink level in the middle of the symbol
Monolithsoft, I know you're not this moronic.
XB3 just looks awful in general, it's way too fricking messy regardless of the resolution
I often have no idea what's going on in combat, that never happened in 2 even with the also terrible HUD
As much as 3 is mostly a step up from either prior game, the readability is shit. The actual UI is better than 2's by a long shot, but they added a bunch of visual elements to the battle that are just way too fricking bright.
Xenoblade tried to ape MMORPG shit-filled HUDs without even being an MMO
there's no reason for that much visual garbage on your screen. MMOs shouldn't do it either, ugly fricking things.
You don't understand I need to have a map showing at all times in my turn based strategy game with light action elements
>one is an FPS, a genre where the only useful information is the health and ammo counter
>the other is a strategy game
Bad bait
OP is a dumb homosexual but his point stands
This is a joke screenshot right?
Yeah, french language isn't real.
Some of those elements are temporary, but it is a real screenshot.
The permanent elements are the lower left thing, the lower right chunk, the upper middle, and the minimap. The laundry list of stuff on the right vanishes as sub-goals are completed. Ghalt or whomever else may be talking vanishes eventually. These are the PvE mode, so there's no worry about a real player hiding under any of it. The bar marked Chronique ST1 will also vanish eventually.
Augmentation will vanish when you apply your augmentations. The infinity gauntlet looking thing will vanish if you activate it (one-time cost per match).
Battleborn is pretty visually shit all things considered though.
Your picture is sort of minimalistic, it's just minimalistic in all the wrong fricking ways.
>flat colors, simple gradients, no basis in-universe
>still takes up like a third of the fricking screen with noisy crap, colors all over the place
It's like a "how not to apply minimalism" PSA.
both left and right have the right spirit; something fitting for their genre and setting
now someone post the dozens and dozens of games with generic mobile-tier UIs for no fricking reason despite being AAA console shit
>sleek and minimalistic
Oh frick right off
minimalism is 100% soulless.
that's just a japanese dev problem
to be fair that hud on the right doesn't look that bad. reminds me of the day of defeat source hud
Looks like modern minimalistic snoy HUD
Valve invented soulless UI?
Speak fricking English
There are Japanese games with much worse huds than gun girls 4
More developers need to use context based UI, like if you're at 100% health, there isn't really a need to keep it on screen at all times (of course they should add a setting to allow it to say on screen though).
Yeah customization should be king.
I like when games allow you to turn off every element and scale the UI, many games are better without a minimap or damage indicators
Alternatively, fully customizable HUD,
>Even for online games, UI elements are usually stored locally
>Make the files easy to access so you can change them to whatever you want (even invisible), some people will skin them with waifus and shit, but overall it's a feature people would like
>Allow position and size to be adjusted
>Toggleable fade-out on all UI elements when not in active fluctuation
this is the ONLY thing that Runescape 3 has ever done right. the UI is incredibly good
It's been a few years since I played it, but RS3's UI is a fricking mess until you spend the time to sort it out.
Windows absolutely everywhere, sub menus out the ass, it's disgusting
I liked it in TR where the health bar only showed up when you drew your weapons or when you were low in health.
it's literally just the Japs that cant design sleek UI
Well what the frick is it? We got this thread, but we also get constant threads b***hing at huds being too minimal and not soulful.
This thread is a contrarian attempting to farm (you)s by implying the latter is bad.
My first priority is a hud being functional, my second priority is it not being generic shit. That's it.
>Ganker is one person
I like my HUD to give me the minimum amount of information that i need given that that's the maximum amount of information that i want.
I want it to cover the least amount of screen estate as possibile so i can see the fricking game and be immersed in the experience
In OP's VC screenshot i'd keep everything except for the command prompts, and i'd also like it to be scaled down a bit.
Ideally all HUDs would be customizable, at least to the extent of hiding and resizing elements you don't want. I pretty much agree. Unless they're contextual enough that you need the cue to tell you when the action is valid, command prompts are pretty redundant.
>prioritizing aesthetics over function
you are why gaming sucks
Games should NEVER have mini-maps.
With mini-maps you glue your eyes on that small rectangle with arrows and dots. NOT looking at the actual game like you're supposed to.
Mini-maps ruin games.
I don't do this, why do you feel that games with minimaps force you to?
Yes. Those are functional concerns, not aesthetic. Thank you for agreeing with me.
What do you mean?
>art names and descriptions still have to be present at all times because xenoblade 1's arts palette wasn't good enough somehow
>can't just put the interlink level in the middle of the symbol
Monolithsoft, I know you're not this moronic.
I need more information to maky my brain work.
It looks worse than it is because of the shit resolution of the switch needing the UI to be fricking xbox hueg
>its okay because the resolution is small
??? wtf does this even mean
it would still look terrible no matter the resolution because the ui design is flawed from the get go
XB3 just looks awful in general, it's way too fricking messy regardless of the resolution
I often have no idea what's going on in combat, that never happened in 2 even with the also terrible HUD
As much as 3 is mostly a step up from either prior game, the readability is shit. The actual UI is better than 2's by a long shot, but they added a bunch of visual elements to the battle that are just way too fricking bright.
holy frick that looks awful
You can turn most of that shit off in your options. But people are stupid and just leave everything on and say "WOW SO MUCH STUFF!"
what exactly can you turn off and still be able to perform at optimal levels in combat?
jarpigs are ugly as sin
Xenoblade tried to ape MMORPG shit-filled HUDs without even being an MMO
there's no reason for that much visual garbage on your screen. MMOs shouldn't do it either, ugly fricking things.
People who use the word "jarpig" are universally moronic
behold
>Saturated, dull, boring colors
yeah bro, art direction is very pertinent to HUD design