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King Kong game will have no HUD

Wario64

works for Gamestop (lol)
http://ps2.ign.com/articles/634/634604p1.html

Ancel, who developed Rayman and Beyond Good & Evil, worked closely with Peter Jackson in order to recreate for videogame players the fantastic world realized in the anticipated feature film. Ancel decided from the start that he wanted the game version of King Kong to closely capture the movie's "primal" feel, and that he wanted it to be just as immersive, successfully suspending disbelief for players like you. In order to do that, the team, using a modified version of BG&E's "Jade" engine, decided to emphasize artistry and presentation over raw polygon-pushing power. The results, as seen in screenshots, are the lush, stylized jungles and moody, light-filtered landscapes that you will make your way through in the game. And in an effort to make the world as real and visceral as possible, all remnants of a graphic HUD have been removed.

But has immersion come at the expense of intuitive gameplay? We may not always like our screens fluttered with meters and bars, but they do serve their purposes. Ancel and crew have devised a compromise that exudes simplicity and may spark a trend of HUD-less games to come. In King Kong, the HUD hasn't been sacrificed, but replaced by the game world and its bearing on the characters. The game features two gameplay types: A first-person mode that situates you as Jack Driscoll, the adventurer hero of the story. And a third-person mode where you play as the ferocious King Kong.

The game retains full immersion regardless of viewpoint by illustrating health and ammo levels in different manners. For instance, when playing as Driscoll,your level of health is actually reflected by the character's degree of eyesight. If his vision is great, in other words, he's doing just fine. Oppositely, if his sight goes bad, getting blurry or hazy, that means he is in danger of losing his life. Meanwhile, to view how much ammo the character has left, you simply hit a button and he'll check his gun, all in first-person view and without breaking from the game world by layering a HUD on-screen.

The Kong-based levels offer a different play style entirely. These areas emphasize the beast's power and challenge you to use sheer force and combos to obliterate anybody or anything in your path. In this mode, if Kong loses health, it will be visible on the character himself. His model will be updated to show scars and battle wounds.

"The visible wounds on Kong's body play a dual role," Ancel says on the subject. "They add visual realism and are a health meter in disguise."


sounds cool. kind of like getaway but implemented better
 
kit34yp.jpg


HEADS UP DISPLAYS AINT GOT SHIT ON ME!
 
Ugh. Developers really need to quit pushing this high-concept 'immersive HUD-less gameplay' crap. HUDs and health meters have been appearing in games basically unchanged for decades now, and with good reason. They show you exactly how much more abuse your avatar can take before he/she dies.

I don't want to have to guesstimate how much more damage I can take based on how blurry the screen is or how many cuts and wounds my character has. I don't care if it's 'more realistic'--I'm not looking for slavish adherence to reality in my games, I'm looking for fun. Some people here say they like that added degree of uncertainty, the 'tension' generated by only having a fuzzy idea of your character's health at any given moment. Me, I don't want that kind of fuzziness in a game, just like I wouldn't want 'fuzzy' controls that only let me send my character roughly in the direction I want him to move. In a game, I want total control over my in-game avatar, and an exact, easy-to-read display of his/her status at any given moment.
 
I want to see it first, before I start complaining.
If they do it right, this could be a major step in gaming.
Especially for a movie game where they want to keep the cinematic feel.
 
I actually like the ideas of no HUD, at least no HUD that is activated ALL OF THE TIME.
I feel that it's more immersive without one. It allows the game to become something more, either on a cinematic level or an artistic one.
And why not try and be a little different at times? Besides the generic HUD we've had for as long as I can remember, there are several other options. No HUD at all, such as with this King Kong game. A HUD that's integrated into the character, like MP or SW:RC. Or perhaps a HUD that comes and goes only when needed, for example it is only shown whenever you take damage.
 
It's gonna be hard to surpass Riddick in the 'no HUD' arena. Yeah it cheated a bit with the health bar, but barring that, it was pretty much near perfect.
 
blindrocket said:
I actually like the ideas of no HUD, at least no HUD that is activated ALL OF THE TIME.
I feel that it's more immersive without one. It allows the game to become something more, either on a cinematic level or an artistic one.
And why not try and be a little different at times? Besides the generic HUD we've had for as long as I can remember, there are several other options. No HUD at all, such as with this King Kong game. A HUD that's integrated into the character, like MP or SW:RC. Or perhaps a HUD that comes and goes only when needed, for example it is only shown whenever you take damage.
the ideal solution
 
blindrocket said:
Or perhaps a HUD that comes and goes only when needed, for example it is only shown whenever you take damage.

The Faceless Master said:
the ideal solution


Yeah, nothing wrong with this; plenty of games use it. The first one I can think of that did was Donkey Kong Country, and most recently God of War (that one would re-appear if you used your weapons or walked up to a health box as well).

Another option is a translucent HUD with adjustable translucency. Aliens vs. Predator on the Jag had a translucent HUD, and the lowest translucency setting was invisible.
 
It sounds like the visual impairment will actually make the game harder as you take more damage; while realistic, it could be a bit of a vicious circle if they're not careful.
 
depends on the style of game surely. if it suits the game in its style/ presentation and the amount of feedback given to the player is enough for the rules of the game then that's all you need. if there is insufficient feedback on what is essential gameplay related information, then one has to question whether the trade-off for a clear uncluttered screen is worth what could be a frustrating experience for the player.

you can't compare ICO's lack of HUD against a typical FPS, simply because of what's detailed above (if you breakdown the variables the player is manipulating)
 
I don't like "no hud" games. Thankfully they are rare.
Every game should have at least an optional hud display. I hope it will forever stay a game design 101 rule.
 
The lack of a HUD certainly isn't for every game, but it can work and even add to the experience. Consider the ambiguity of Resident Evil's classic health meter (in 1-3 at least). All you've got is a heart monitor and a limp. It adds tension as you aren't quite sure if the next hit will kill you or not. As long as the ambiguity is taken into consideration when the game is being made, it can be HUDless and excellent because of it.
 
Eyesight thing reminds me of Call of Duty 2. It's using the same technique which I cant say I am very pleased about.
 
Do you play a woman in the game? Because it would be totally sweet if the health bar was there, but on her boobs, and you had to look down and stare at her boobs to see your health (it could be a tattoo of a butterfly or a heart or something girly that drains color as you take damage).

Man, I should be a game designer, I think of the best ideas.
 
Of All Trades said:
Do you play a woman in the game? Because it would be totally sweet if the health bar was there, but on her boobs, and you had to look down and stare at her boobs to see your health (it could be a tattoo of a butterfly or a heart or something girly that drains color as you take damage).
:lol Are there screens of that anywhere?
 
Of All Trades said:
Do you play a woman in the game? Because it would be totally sweet if the health bar was there, but on her boobs, and you had to look down and stare at her boobs to see your health (it could be a tattoo of a butterfly or a heart or something girly that drains color as you take damage).

Man, I should be a game designer, I think of the best ideas.

Didn't they do that in a Jurassic Park game? The one that was basically a super polished physics engine with voice overs by Minnie Driver?
 
Of All Trades said:
Do you play a woman in the game? Because it would be totally sweet if the health bar was there, but on her boobs, and you had to look down and stare at her boobs to see your health (it could be a tattoo of a butterfly or a heart or something girly that drains color as you take damage).

Man, I should be a game designer, I think of the best ideas.
Watch more G4 and you could be making great games, like Demon Stumbler.
 
FoneBone said:
Wait, where have you been the past few months?
I can't speak for AniHawk, but being a bit familiar with the great tradition of licensed games, the information in this topic's title made me want to enter a King Kong game thread for the first time.
 
your level of health is actually reflected by the character's degree of eyesight. If his vision is great, in other words, he's doing just fine. Oppositely, if his sight goes bad, getting blurry or hazy, that means he is in danger of losing his life.
This sounds interesting, but is extremely touchy, as Cormacaroni said. Now we are compounding penalties on the player as their health decreases, which is great if your goal is frustration.

Meanwhile, to view how much ammo the character has left, you simply hit a button and he'll check his gun, all in first-person view and without breaking from the game world by layering a HUD on-screen
This is good? How long does it take for the character to check his gun? Probably at least a couple seconds or worse. This is a lot less simple than looking at a display in the corner of the screen. Is this activity still cool after you "check your ammo" for the 15th or 16th time? Or what if you have to keep checking every few steps because you're at a challenging part of the game? For any kind of long-term play, this will just make the action more tedious.

Obfuscating information that is critical to gameplay tactics is rarely a good idea. Game interfaces need to be transparent, but not literally transparent! Too often these kinds of devices backfire. They seem "transparent" at first, but they prove to make the interface more obtuse and awkward in the end.

If there is any kind of resource management at all in your game, you will have to display those resources one way or the other. By using a minimal/obtuse approach like in Kong or The Getaway etc, you make the data that you communicate to the player much more difficult to read. Is that more immersive? Only if you are just watching the game, or you don't care about your performance in the game.
 
I'm a little skeptical about the stuff you mentioned as well, but I'm more than willing to give Ancel the benefit of the doubt.
 
Tellaerin said:
Ugh. Developers really need to quit pushing this high-concept 'immersive HUD-less gameplay' crap. HUDs and health meters have been appearing in games basically unchanged for decades now, and with good reason. They show you exactly how much more abuse your avatar can take before he/she dies.

I don't want to have to guesstimate how much more damage I can take based on how blurry the screen is or how many cuts and wounds my character has. I don't care if it's 'more realistic'--I'm not looking for slavish adherence to reality in my games, I'm looking for fun. Some people here say they like that added degree of uncertainty, the 'tension' generated by only having a fuzzy idea of your character's health at any given moment. Me, I don't want that kind of fuzziness in a game, just like I wouldn't want 'fuzzy' controls that only let me send my character roughly in the direction I want him to move. In a game, I want total control over my in-game avatar, and an exact, easy-to-read display of his/her status at any given moment.

I understand that you feel this way...and it seems that you understand why people don't mind not having a HUD.

But it really doesn't matter what we think...we aren't making the game, we aren't making the experience.

The developer obviously made this choice to enhance the feeling of being immersed in this universe.

ara said:
This is good? How long does it take for the character to check his gun? Probably at least a couple seconds or worse. This is a lot less simple than looking at a display in the corner of the screen. Is this activity still cool after you "check your ammo" for the 15th or 16th time? Or what if you have to keep checking every few steps because you're at a challenging part of the game? For any kind of long-term play, this will just make the action more tedious.

This kinda leads me to a point I was going to make. I do think that checking ammo will take you away from the action, and IMO it adds another dynamic.

It's just like playing FPSs before the concept of "reloading". It has added another dynamic to the gameplay.

Also, you have a point about checking for the 15th time...but then again, the player will be even more immersed when they realize that they should be keeping track (mentally) of their progress (whether it be health, ammo, or whatever). It effectively makes it a more active and less passive experience.

The way I see it...there can be games that take risks like this, and sometimes is pays off, and sometimes it doesn't. I don't know if this decision will ruin the game, but it possibly could for many people. But there are some risky ideas that are done in a manner where everybody seems to like it. This is because some extra effort and planning went into its implementation. I hope this idea works out for the better.
 
..pakbeka.. said:
metroid prime had a hud and was still pretty imersive, thanks to the hud, in fact

Exactly MP way of using the HUD to immerse the player into the game was great you really felt like you were inside Samus suit.

Michel Ancel is working on this I have faith in him, BG&E was great fuck the haters the guy has talent. I like what I'm hearing No HUD for better experience? Bring it on. this game could be the first movie to game adaptation I buy since Goldeneye.
 
hmm...

this is sort of older news isn't it?

at E3... the preview theater demo guy explained to the whole crowd that ancel wasn't having an HUD.

game looked great in the theater.... although i will say... with the dinosaur elements (and being in first person for the human parts) it seemed a LITTLE biut.... like Turok....

rest assured... when the player moves onto a story part where kong comes into action....
things switch out to thrid person as the player plays as Kong.... beating the crap outta dinosaurs in a quasi-primal rage/war of the monsters fashion.

pretty cool it was.

no HUD in sight.
 
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