Thoughts on HUD Design
Posted on 31st Jul 2010 at 15:06 by Joe Martin with 32 comments
Heads-up displays are, to me, a far more contentious issue than some of the other more bandied-around topics in modern game design. Everyone cries about regenerating health and how many weapons a player can feasibly carry, but HUDs seem a lot closer to the real, underlying complaints these other issues hint at. Instead of worrying about whether players have regenerating health, what about considering if the player should even know how much health they have left?
The issue of how health and ammo should be presented though is only secondary to the far bigger question of if they should be presented at all. Whereabouts do you draw the balance between accessibility and realism? In most shooters there's no logical reason why your character should have an ammo counter in the corner of the screen. It's only there because the player needs that information in order to get the most out of the game. As players we just take that info for granted.
Personally, I don't mind whether the HUD is there or not, not really - it's just common sense that different problems need different solutions. Half-Life without a HUD would be a much worse game than Half-Life with a HUD, while Mirror's Edge would be significantly weakened if it did. Tomb Raider needed to have a health meter on the screen, but Silent Hill needed to not have one. No one approach will suit all games.

Ze goggles! Zay explain everything!
Instead, what bothers me is the way that some developers seem to follow HUD conventions blindly, lobbing the health meter in the bottom left and the ammo counter in the bottom right without thinking. That approach is fine for something such as Serious Sam, because you need that information to play, but there are plenty of games which claim to reach higher. The developers of BioShock are keen to discuss how they keep players in a first person perspective to increase immersion…but they never explain why your character has an ammo counter on screen.
Not that you can blame them, really. Developers are always being praised for adding new features, but as soon as changes are wrought upon a game's interface then all sorts of nasty words start to be bandied about. Words such as 'unintuitive', 'unwieldy' and 'frustrating' - most of which translate only into 'not what I'm used to.'
Besides, we need information, don’t we? When you’ve got a gun in one hand and a bee-related plasmid in the other then it can be difficult to keep track of your resources. Walking into a fight with only three bullets in your gun might sound interesting the first few times, but if you keep dying because of it then it’ll get old very quickly. As a result, most developers just stick an ammo counter in the corner (because they know that works) and don’t feel a need to explain it (because they know players rarely question it).
Personally, I always question it and I think there are plenty of better solutions than just following the tradition of design. For starters, you can put a clear divide between the HUD and the immersion, like the first FPS games did. Doom, for example, relegated the health and ammo counters to a bar at the bottom of the screen, marking a separation – above the bar is what your character sees, below is what you need to know and the two don’t need to meet.

Just four bullets? Arse
Most survival horror games have a similar divide, pushing the health and ammo info into an entirely different screen. In Resident Evil you could gauge your overall health quickly by looking at your character, but if you wanted to know how much ammo you had left then you’d better look in your inventory. As a UI solution it made sense to have your character check his pockets in that way, but it also added tension to the action.
Failing that, it’s always possible to explain the UI away simply. Gordon Freeman knows how much ammo he carries because his HEV suit keeps track for him – and kindly administers painkillers when he takes massive injuries. The HUD in most Tom Clancy games too is a central feature – just look at GRAW, for example. All you need to do is give your Player Character a helmet, or integrate the ammo counter into the weapon.
My own favourite solution though is the hybrid system used in the original Condemned: Criminal Origins, which I maintain is one of the single scariest games I’ve played. A melee-focused first person shooter, fights in Condemned were often incredibly fast and very, very brutal. Enemies would charge at you suddenly, proceeding to smack you silly in record time – so you always needed to know how much health you had left.
When it comes to weapons though, things were a little different. Guns were present and powerful, but were rare enough that you were always limited to whatever was left in the clip. Thus, there was no real need for a proper ammo counter. If you wanted to check the ammo supply you had to literally pop the clip out and take a look, which was slow enough to stop you doing it in the middle of a fight. There were plenty of moments in a big brawls where you’d grab a pistol from a fallen foe and, unable to stop and take stock, would turn immediately on remaining enemies. Firearms were powerful enough to make you overconfident, but you usually came crashing down one you realised you’d wasted the only three bullets left.
The issue of how health and ammo should be presented though is only secondary to the far bigger question of if they should be presented at all. Whereabouts do you draw the balance between accessibility and realism? In most shooters there's no logical reason why your character should have an ammo counter in the corner of the screen. It's only there because the player needs that information in order to get the most out of the game. As players we just take that info for granted.
Personally, I don't mind whether the HUD is there or not, not really - it's just common sense that different problems need different solutions. Half-Life without a HUD would be a much worse game than Half-Life with a HUD, while Mirror's Edge would be significantly weakened if it did. Tomb Raider needed to have a health meter on the screen, but Silent Hill needed to not have one. No one approach will suit all games.

Ze goggles! Zay explain everything!
Instead, what bothers me is the way that some developers seem to follow HUD conventions blindly, lobbing the health meter in the bottom left and the ammo counter in the bottom right without thinking. That approach is fine for something such as Serious Sam, because you need that information to play, but there are plenty of games which claim to reach higher. The developers of BioShock are keen to discuss how they keep players in a first person perspective to increase immersion…but they never explain why your character has an ammo counter on screen.
Not that you can blame them, really. Developers are always being praised for adding new features, but as soon as changes are wrought upon a game's interface then all sorts of nasty words start to be bandied about. Words such as 'unintuitive', 'unwieldy' and 'frustrating' - most of which translate only into 'not what I'm used to.'
Besides, we need information, don’t we? When you’ve got a gun in one hand and a bee-related plasmid in the other then it can be difficult to keep track of your resources. Walking into a fight with only three bullets in your gun might sound interesting the first few times, but if you keep dying because of it then it’ll get old very quickly. As a result, most developers just stick an ammo counter in the corner (because they know that works) and don’t feel a need to explain it (because they know players rarely question it).
Personally, I always question it and I think there are plenty of better solutions than just following the tradition of design. For starters, you can put a clear divide between the HUD and the immersion, like the first FPS games did. Doom, for example, relegated the health and ammo counters to a bar at the bottom of the screen, marking a separation – above the bar is what your character sees, below is what you need to know and the two don’t need to meet.

Just four bullets? Arse
Most survival horror games have a similar divide, pushing the health and ammo info into an entirely different screen. In Resident Evil you could gauge your overall health quickly by looking at your character, but if you wanted to know how much ammo you had left then you’d better look in your inventory. As a UI solution it made sense to have your character check his pockets in that way, but it also added tension to the action.
Failing that, it’s always possible to explain the UI away simply. Gordon Freeman knows how much ammo he carries because his HEV suit keeps track for him – and kindly administers painkillers when he takes massive injuries. The HUD in most Tom Clancy games too is a central feature – just look at GRAW, for example. All you need to do is give your Player Character a helmet, or integrate the ammo counter into the weapon.
My own favourite solution though is the hybrid system used in the original Condemned: Criminal Origins, which I maintain is one of the single scariest games I’ve played. A melee-focused first person shooter, fights in Condemned were often incredibly fast and very, very brutal. Enemies would charge at you suddenly, proceeding to smack you silly in record time – so you always needed to know how much health you had left.
When it comes to weapons though, things were a little different. Guns were present and powerful, but were rare enough that you were always limited to whatever was left in the clip. Thus, there was no real need for a proper ammo counter. If you wanted to check the ammo supply you had to literally pop the clip out and take a look, which was slow enough to stop you doing it in the middle of a fight. There were plenty of moments in a big brawls where you’d grab a pistol from a fallen foe and, unable to stop and take stock, would turn immediately on remaining enemies. Firearms were powerful enough to make you overconfident, but you usually came crashing down one you realised you’d wasted the only three bullets left.





32 Comments
Discuss in the forums ReplyIn addition, a fast reload lost the remaining rounds in the magazine you pulled. A tactical reload saved them, but was much slower. Tactical reloads could also be disabled server side.
Health was done with the rather cheekily located "heart tattoo", which filled with red when you got injured.
In combination with actually having to pick stuff up with the crazy arm that had a mind of its own and the dodgy physics, the game was hugely involving (if a little frustrating) with no distractions to remind you that you're actually playing a game. Well... ten years ago. Today the graphics are a bit jarring.
EDIT: Oh did I forget buggy as well? A quick google finds many people who on the last boss which you fight 3 times find that sometimes after beating him the first time you are unable to pick up any weapons so you are forced to kick him to death, that is a serious bug which should've been fixed. All of that combined just makes me more angry with the game when I played it than actually scared. How can you get into such a terrible game enough to be scared by it?
Wish more games allowed this type of freedom.
Also, an article on HUDs without mention of the Vault-Tec Assisted Targeting System? Wants the new fallout now.
But features like a map on a HUD which shows exactly where your allies and enemies are nearly always kill the realism, especially when in multiplayer games you have to constantly check them to avoid giving your enemies an advantage. Maps like these aren't usually explained and the game would be just as playable and much more immersive without them.
I will say that more developers need to give us the option to move and resize the HUD to suit our individual preferences. It's not as though it is hard to do for most games.
Would be cool if the game could just relegate the ammo and health info to XFire so Xfire was responsible for drawing it on the screen. that way you have full customizability of it.
Yes I know Steam has its own in-game system but it doesn't let you keep stuff on screen all the time while playing. Also it has no broadcasting feature or video recording. When Steam gets all that I will ditch XFire.
That is until the HUD mods came out, then it was awesome.
As far as health - take it as any game without it has - by yelping, bleeding, limping, et cetera.
THE MOST annoying thing to me, has to be overlaying maps, especially with enemy locations. If you can't spot stuff out yourself why let the computer help you? It's unfair no matter which way you dice or slice it...
Plus when you got low on health it was even more like a John Woo film on steroids.
only mirror's edge comes close...
The second was Alone in the dark (the last one). Again no hud. To check your inventory, you need to look down and see your jacket pockets. One side at time. To me, the best inventory idea ever made.
AND, Condemned IS the MOST creepiest game ever! It was buggy, but playing it at night with headphones is REALLY creepy.
If you don't agree, please enlighten us with some more creepy game than that. Some close calls are FEAR and Dark Corners of the Earth.
But again, C:CO is the creepiest!
I admit, it's not the best game in the world, but if it were a film, it would be a cult classic, one of those games where if you get it, you absolutely love it, if you don't then you can't see what the fuss is about.
But that's how I played all of it apart from the final level.
The way you guys talk about it is like it's one of those games where you create your own fear but how can you be immersed in a game enough to create fear when it's flaws are staring you in the face for the entire game? Going through that game was a chore, the only reason I continued was because I'm an achievement whore. The last game I found scary was Silent Hill Homecoming because as well as it being a scary game I played it on hard mode meaning that if I ever had to fight something I knew it would be hard because I'd have very little ammo and if they got one over on me my HP would get drained badly. That's where I can understand not knowing when enemies are coming but on Condemned even with Melee only which is how I played it there wasn't any real threat because once you get the hang of the combat it's quite easy so there's no fear in being attacked. I honestly don't know how people could find that scary which is ironic because I'm a complete wuss for scary games or scary films.
having no HUD works for something like this, but it needs to be there for conveniences' sake for other FPS games. otherwise you end up with some crap like Trespasser where you stared at your tits to see how much health you had.
Especially for shooters and the like.
Learn to know your weapons, and count your rounds, folks.
I have to disagree on the point about the Resident Evil system though, in the games prior to number 4 you still had to access the inventory to check your ammo, but i thought that really broke the immersion, one second you have a zombie jump out about to rip your face off, then you bring up the menu to check the ammo, the screen changes, the game pauses and you were free to change weapons or reload as you please. 4 & 5 improved on this (and I realise these are the ones the post makes reference too) but you still lose much of the immersion bringing up a clunky menu mid-fight.
If i want the ultimate realism on everything (health, amount of damage acording to where i got shot, no hud)
Then damn it, i just gonna grab a gun and go out to rob a bank, then kill the first driver a take his car, that's some hardcore GTA right there.
Or just enlist in the army and BAM, some hardcore Call of Duty !!
My point its, the hud, medkits or regen health system are there for one reason, and that its so we can go RAMBO on our enemies and enjoy the game, WE CAN DO THINGS IN REAL LIFE WOULD BE IMPOSSIBLE. and that's the whole idea of videogames (ofc except for sims, but that's other topic)
But hey, why dont you make your next TOPIC about how awful and unrealistic the recoil its, or what about how silly its running and firing a rifle simultaneously!!
For some reason though that type of immersion never caught on... WHERE'S MY AMMO COUNTER?!?!?!?!
As for Doom "separating" the world you're supposed to see and what you need to know on a bar and essentially being different screens, thats the single most convoluted attempt to explain your personal preference I've seen. Its not a separate screen, its not intentionally separate and info the character wouldn't have, it was just iteration, well, 2 or 3, huds now are iteration 7,682, thats the difference, not intentional separation, but early design.
Likewise Doom didn't pretend you were in a futuristic combat suit with intergrated screen which intentionally keeps track of the information for you.
You also seem to be forgetting the realism thing, in REAL life you aren't just popping in to game for 10mins to a couple hours at a time, maybe with a few different games inbetween, and a job, and kids, and a life. A solider out in Iraq, or a soldier in a distance galaxy in the future or past, whose in the middle of enemy territory can doesn't have these other distractions. He'll remember he has 4 clips, because his life depends on it, after coming back from a long day at work, feeding the kids, taking the dog for a walk, a couple rounds of CS:S or COD, people don't remember. The character hasn't gone anywhere, forgotten anything, the player has.
Its realistic that when hit in real life you could feel, my leg just crumpled under me, it sounded like a cannon, my legs probably gone and I'm dead, a player doesn't see the bullet hit, or feel it, there needs to be a way to see it. Whoopdedoo, Resident evil you can see damage, COD you can't, a health bar,(prefered) or flashing screen is required to have a visual representation of things the actual character in a real life scenario would have.
Hell, in real life a cop experience with his gun would be able to tell an empty gun, from a full gun, based on the feel of the weight. I've only shot a few guns at ranges and I can tell the difference on several guns between loaded and unloaded.
Games AREN'T realistic, and some things will, till body suits, neural interfaces, holodecks, won't ever approach realistic, complaining about the inabilty of a screen to realistically let you know what your situation in, is daft.
Personally I though Condemned, what little I could be bothered playing, was boring, slow, not scary in the slightest(though almost no game/film has ever scared me) and incredibly not realistic, hell, the unrealistic "I can sense DNA/forensic material" ability the character has, to the "I'm in America but can't find a gun, ammo, or hit the local walmart between missions to fill up the gun I just put in my pocket after I found it" stupidity of the cop whose after a serial killer but can't come up with a single way to find ammo, in AMERICA, in the UK that would be realistic, in the states, heck I'd go to the local dealer and buy a gun off him.
Even more so, where do these pyscho's get their guns, and what sane american goes and buys a gun for, $300-3000, but won't buy 100 bullets for $10, but buys a single clip, even though you buy ammo in boxes, which will come in larger quantities, no one buys 15 bullets, so how do these people end up with so little ammo.
Half the game is not realistic, most games are barely realistic, the HUD is the very least of the troubles because at least in the HUD its covering something that quite literally can't be realistic. You can't feel the weight of your gun, you can't remember what you have in the middle of a war in Iraq if you do various other things back in the real world between in game time. The HUD replaces the visual, audio, sensual things a game will never be able to replicate, piss poor writing, design and game mechanics that CAN be fixed to be realistic should bear the brunt of your ire, not the single thing thats more than excuseable.
Can't say I'm a fan of unique HUDS. Why? because most of the time their crap and i believe this to be quite a delicate.
Although imo Dead Space's UI was brilliant especially the map/inventory.