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The Power of Video Game HUDs

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    With just eight months left before The Last
    of Us was finished, Naughty Dog finally got
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    to work on the game's user interface.
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    "While some of the UI elements had already
    been roughed out," explains designer Alexandria
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    Neonakis, "an overall design of the heads
    up display had not been established, and many
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    things were still undecided".
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    I think that's testament to the fact that
    the user interface can be one of the most
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    under-appreciated parts of game development.
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    A nuisance after thought, thrown together
    at the last minute.
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    But, if you ask me, it should not be undervalued,
    because the UI can have a tremendous impact
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    on the way a game looks, works, and feels.
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    And so in this episode of Game Maker's Toolkit,
    I want to explore the intersection of UI and
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    game design, to figure out how health bars
    and stamina meters can change the way we play.
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    Now, UI encompasses a lot of different things.
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    Like online lobbies, inventory screens, dialogue
    trees, crafting menus, store pages, and so on.
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    But for this video, I want to focus on one
    specific type of UI: the heads-up display, or HUD.
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    That's the stuff that's laid on top of the
    gameplay, while you're in the middle of the action.
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    And so the first question, I guess - is: what
    is the purpose of the HUD, and what benefit
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    does it provide to the player?
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    To help answer that question, let me break
    the HUD down into two distinct parts: which
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    I'll call gauges and previews.
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    Gauges are the ones we usually imagine when
    we think about HUDs.
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    These are about taking information that would
    normally be invisible, and surfacing it to
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    the player.
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    So, a character's health is typically a number
    hidden in the game's code - but a health bar
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    can reveal this to the player.
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    AI behaviour can be inscrutable without visual
    aids like view cones, movement ranges, and
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    attack indicators.
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    And because of camera limitations, critical
    info may be hidden off screen - unless it's
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    highlighted with indicators or a mini-map.
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    Gauges are all about helping the player understand
    the current or future state of the game world
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    - which allows them to make intentional plans
    and moves.
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    Here's a case study from the addictive deck
    builder Slay the Spire.
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    Early in development, enemies would give you
    no indication of what they were planning to do.
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    So players didn't know whether to block or
    attack on each turn, and ended up playing
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    pretty much randomly.
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    To fix this, developer Mega Crit added these
    indicators which show you what the enemy will
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    do next.
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    Now the player can make smarter decisions
    about how to use their hand - and concoct
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    satisfying synergistic strategies.
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    So that's gauges.
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    Previews, on the other hand, are about showing
    you what will happen if you press a button
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    or take an action.
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    In their most simple form, it's those pop-up
    button icons for contextual actions - you
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    know, press Y to open door, press X to get
    in vehicle, press E to jump in mass grave.
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    What.
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    Uh.
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    But a preview could also be something like
    an arc that shows you the trajectory of your
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    grenade throw.
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    An indicator that shows you when you're in
    range of a grapple point.
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    A lock-on to show you which enemy you're targeting.
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    Or this line that shows you exactly where
    your unit will run in XCOM.
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    Previews are all about giving the player a
    heads up about the consequences of the actions
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    they might take, before they commit to them.
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    This allows players to act with confidence,
    instead of blind faith.
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    For this case study, let's turn to Shovel
    Knight.
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    In the third DLC campaign, Specter Knight
    has a dash slash move - which allows him to
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    slice through certain objects and rocket out
    the other side.
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    Initially, Yacht Club Games highlighted this
    interaction with a simple change in the character's
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    pose, but found that this didn't adequately
    explain when or where this contextually sensitive
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    action could happen - or where Specter Knight
    would end up when it finished.
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    In the end, the team slapped on a simple indicator
    which shows up when you get close to objects.
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    This clearly tells you that the dash slash
    will happen when you hit the relevant button
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    - and shows you exactly where you'll travel
    to when you press it.
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    The reticule was "the most important change
    we made to make the Dash Slash understandable,"
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    the developer says.
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    So gauges and previews are very handy tools
    for giving players information - either about
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    the current state of the game, or a glimpse
    into the near future.
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    This allows players to interact with confidence
    and comfort - and make specific and meaningful plans.
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    But here's the thing - behind the curtain,
    games are tracking hundreds of variables and
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    the UI could surface any number of them to
    the player.
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    And you could show a preview of any action
    before it happens.
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    So why don't games show you all of this information?
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    Well - just as there are benefits to revealing
    this info to the player, there are also advantages
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    for holding some of it back.
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    If you look into UX design - UX being the
    experiential and psychological backbone that
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    guides UI - you'll come across the term "cognitive
    load".
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    This is about how the human brain can only
    juggle so much information in working memory.
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    And so the more junk you shove on the screen,
    the more taxing the game is to parse.
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    Eye-tracking tech can show just how much our
    eyes must dart around the screen to keep all
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    of this information in mind.
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    Therefore, cutting back on UI - by ditching
    stuff that's extraneous or repeated or just
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    window dressing - can reduce cognitive load.
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    But - it's not just about getting rid of things.
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    And, in fact, UI can sometimes help with cognitive
    load.
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    If you had to remember how many bullets you've
    fired, well in all the excitement you might
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    lose track of whether you fired six shots
    or only five.
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    An ammo counter is more efficient in this
    case.
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    So, instead, it's about being clever with
    the layout to ensure that the information
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    that is on screen is relevant and easy to
    digest.
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    One way to achieve this is to think about
    visual hierarchy.
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    This is when we use techniques like font weight,
    colour, scale, position, and motion to make
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    some elements stand out more than others.
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    If everything on screen is screaming at you
    with the same intensity, it's hard to know
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    what to focus on.
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    And if nothing is given prominence, critical
    information can go unnoticed.
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    Consider, for instance, the trespassing pop-up
    in Hitman.
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    This is a vitally useful alert but in Hitman
    2016, you might not even see it - it's just
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    a simple label that appears under the mini-map
    in the corner of the screen.
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    So it's much improved in Hitman 2, where the
    label is yellow, and it flashes across the
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    map to grab your attention.
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    It's even better in Hitman 3, where this state
    change is backed up by an obvious sound cue.
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    *Audio flare*
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    To help think about visual hierarchy, designer
    Zach Gage talks about the principle of "The
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    Three Reads" - which is three levels of visual
    information, ranked from most important to least.
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    So, Zach explains this with one of his own
    games: SpellTower.
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    The first read will be the main game elements
    - the letters you use to spell out words.
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    The second read will show big, critical rules
    that are vital to gameplay like columns that
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    are getting close to ending your game and
    blue bonus letters that will clear an entire
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    line.
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    And the third read will show smaller, less
    important stuff like small contextual rules
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    , such as these tiles that can only be used
    in longer words.
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    Developers can rank information in order of
    importance, and then use design to ensure
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    the most relevant stuff sticks out.
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    And because games are dynamic, it's possible
    for information to move between the different
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    reads at different times.
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    Zach points to Hearthstone as a "constant
    wave of things being brought to your attention
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    in the first read, and then fading back into
    the second or third reads".
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    Another way to reduce cognitive load is to
    ask the question: do all of these UI elements
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    need to be shown all the time?
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    Like, back in Castlevania 1 you could see
    the boss's health bar throughout the entire
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    level, for some reason.
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    Nowadays, that just shows up when you start
    the fight.
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    But that principle can extend to pretty much
    any UI element.
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    In Ghost of Tsushima, you'll only see your
    health bar when you unsheathe your sword because
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    it's only relevant to combat - and not general
    exploration of the island.
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    Okay. So, another reason for ditching the HUD - and
    this one is becoming more popular all the
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    time - is in terms of presentation.
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    A desire to make games look more cinematic
    and immersive, and to not mess up those lovely
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    3D visuals with boring 2D assets.
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    Though, anyone who thinks UI has to look boring
    has obviously never played Persona 5.
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    ♫ Music from Persona 5 ♫
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    Now, this is not about simply deleting all
    of the HUD.
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    This is not something that should be done
    at the expense of readability or comprehension.
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    Instead, it's about being clever with how
    this information is presented.
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    So, like before, developers can hide information
    and only show it when strictly necessary.
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    But another solution is to make HUD elements
    diegetic.
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    This is when the UI actually exists, physically,
    in the world of the game.
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    The most popular take on this is, of course,
    Dead Space.
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    To try and increase this survival horror game's
    immersive qualities, Visceral Games removed
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    the HUD and put the same information inside
    the game world itself.
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    So Isaac's health bar and stasis meter are
    built in to the pipes and gauges on his suit.
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    Each weapon's ammo count is shown on the gun
    itself.
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    Even things like the inventory are styled
    as holographic projections in the world.
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    We can see effective examples of this in other
    games too - in Metroid Prime, the HUD works
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    exactly like every other shooter but by putting
    it on Samus's helmet visor, and by making
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    it realistically jiggle and steam up, it increases
    your sense of presence and your connection
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    to the character.
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    But it's not just about style and presentation.
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    Making this information diegetic can lead
    to interesting gameplay consequences.
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    In Alien Isolation, you can hold up a gizmo
    to see a motion tracking read-out.
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    It's similar to the mini-map in a game like
    Call of Duty, but because it's a physical
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    tool - it means you have to choose whether
    you want access to this information, or whether
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    you want to hold a weapon.
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    You can't have both.
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    Now a diegetic HUD doesn't just have to mean
    normal health bars and ammo counters, but
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    rendered in the game world in a clever way.
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    Because if you take the idea even further,
    you can use elements that we wouldn't usually
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    think of as UI to express this same information.
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    Like, you don't really need a health bar in
    Wreckfest to know how close your car is to
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    being written off - you can see it on the
    car itself.
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    And do you really need an indicator to tell
    you if Link is too hot or too cold in Breath
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    of the Wild?
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    We can trace this back to Super Mario Bros.,
    where Mario's health is represented through
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    the size of his sprite.
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    Okay, so one other reason to hold back the
    HUD is to intentionally make the game less
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    readable.
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    In The Last of Us Part II, the first human
    enemies you encounter will verbally call out
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    their intentions and plans, giving you an
    idea of what the enemy is thinking and allowing
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    you to plan around them.
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    But later, you encounter a new faction of
    enemies who converse exclusively in harsh,
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    high-pitch whistles.
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    *Whistle*
    *Arrow impact* *Ellie yells*
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    These whistles are intentionally designed
    to be impossible for the player to parse.
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    And so I found these foes to be significantly
    more intimidating and difficult to fight - in
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    large part, because of a lack of that information.
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    Going further, the amount of information we
    have as a player will completely change our
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    behaviour.
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    The developers of Reigns came to this realisation
    while making their Tinder-inspired management
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    game.
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    Originally, the game showed exact numbers
    for all your stats, and how your choices would
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    impact them.
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    But in testing, players focused almost exclusively
    on trying to optimise these numbers - and
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    ignored most of the text.
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    After changing the UI to vague bars, players
    went back to reading the story, and acting
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    on more of an emotional level - rather than
    an analytical one.
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    I think this proves that developers don't
    necessarily need to remove the HUD entirely,
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    but should at least consider the precision
    of the HUD.
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    Do you want the health bar to be an exact
    number, a meter, or just a vague red splodge
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    in the centre of the screen?
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    It really depends what the player's going
    to do with this information - is it for calculating
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    exact differences, or is it just a warning
    to hang back and find cover?
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    Now when it comes to those preview HUD elements
    I talked about… well, the further into the
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    future, and the more precise that information
    is, the more specific plans you can make.
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    Like in Mark of the Ninja, where it shows
    you exactly what will happen when you throw
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    a knife into this lamp.
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    But if you reduce the future-ness of that
    information, or make it fuzzy and imprecise,
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    it forces the player to learn and internalise
    how the game's mechanics work.
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    Consider Peggle for a moment.
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    By default, the shot indicator shows you where
    your ball will go… up until its first hit.
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    So it's on you to mentally calculate the ricocheting
    trajectory after that.
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    That's part of the learning curve.
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    I mean, there is a way to push that preview
    further into the future - but that's a power-up,
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    which just goes to show how powerful this
    information can be.
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    Also, did you know that there's a patent for
    Peggle's gameplay?
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    Because, I guess that's a theme for the channel,
    now.
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    Because UI is so powerful, then, it can be
    tied to things like difficulty or assist modes.
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    Consider how racing games often show an optimum
    racing line on easy mode, but ask you to fend
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    for yourself at higher difficulties.
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    UI can be used to change a game's difficulty
    between modes, or over the course of the adventure
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    - just like any other gameplay element.
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    So I think this all goes to show that UI can
    have a really powerful effect on a game.
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    And if used effectively, UI can support and
    advance the goals of game design.
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    But… what about the other way around?
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    Not game design influencing UI, but UI influencing
    game design.
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    For a final case study, let's look at the
    deterministic tactics gem Into the Breach.
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    This game shows you what every enemy is about
    to do, at the same time, on a small and claustrophobic grid.
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    The result is a complex web of arrows and
    icons that give you a complete picture of
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    what the enemy's army is planning.
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    But developer Subset Games discovered that
    for this system to work, certain enemies and
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    weapons had to be removed from the game - simply
    because they were too hard to show.
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    Things like weapons with a long chain of cause
    and effect, or enemy attacks that would impact
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    a large area.
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    Co-designer Justin Ma says “just as a game
    design principle, we would sacrifice cool
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    ideas for the sake of clarity every time".
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    And this isn't the only game where this happened.
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    In Hearthstone, the reason why you can only
    have seven minions in play at once, is because
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    that's how many fit on the screen.
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    And certain hero powers were changed because
    they were too complex to show through UI elements.
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    Ultimately, if something can't be made clear
    to the player then maybe it's not a good game
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    mechanic and should be simplified.
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    UI isn't a band-aid to fix broken game mechanics
    - and this is why it's important to design
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    the HUD in tandem with everything else - and
    not throw it together at the end.
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    Because just like everything else in game
    development, UI isn't something to be done
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    arbitrarily, or "because that's how other
    games do it".
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    It should be done with clear thought and intention.
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    Let me know which games you think have awesome
    UI in the comments down below.
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    It's indie game recommendation time!
  • 16:07 - 16:13
    This is Room to Grow - a grid-driven puzzler
    about a cactus that can grow in order to shunt
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    plants into the goal.
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    It quickly gets more complex as you push against
    the wall to move your entire spiky body.
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    And then more mechanics get thrown on top
    of that.
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    It's a thoughtfully made little game with
    lots of charm and some devious meta-level
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    challenges.
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    It's out now on Steam.
Title:
The Power of Video Game HUDs
Description:

more » « less
Video Language:
English
Duration:
16:30

English subtitles

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