Tag Archives: Design Decisions

Flashpoint: Dragon Rising – 8 months on

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,…

Heads Up

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…