Craig: So we’ve been playing a fair chunk of Flashpoint in co-op lately because we’re so on trend and since it’s cropping up cheap now I think we should talk about it. In broad strokes, then, are you liking it? Ed: Broadly so, yes. Craig: Good. Paul plays too but he’s off doing whatever Paul does. Ed: Eve probably. Craig: Probably. Stupid space MMOs. Anyway – is “yes” all you have to say? Ed: No. Yes. Craig: Sigh. Ed: I mean it’s an odd experience, there’s some really frustrating design decisions and it’s not what the original Operation Flashpoint was,…
Tag Archives: Design Decisions
Heads Up
July 29, 2009 – 8:50 am
The humble HUD or Heads Up Display is often – quite literally – an overlooked part of many games. But development teams spend plenty of money and resources in making sure it’s just right. Whether it’s removing the health indicator altogether or having a simple collection of information on the screen HUD designs are almost as unique as the games themselves. If you stop and really take a look, you can tell that most HUD designs are made from very clear, concious design decisions. They have their advantages and their disadvantages, and it’s pretty hard to tell if a game…