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In video gaming, the HUD (heads-up display) or status bar is the method by which information is visually relayed to the player as part of a game's user interface. [1] It takes its name from the head-up displays used in modern aircraft.
The HUD is frequently used to simultaneously display several pieces of information including the player character's health points, [2] items, and an indication of game progression (such as score or level). A HUD may also include elements to aid a player's navigation in the virtual space, such as a mini-map.
While the information that is displayed on the HUD depends greatly on the game, there are many features that players recognize across many games. Most of them are static onscreen so that they stay visible during gameplay. Common features include:
There are also trends common among genres and platforms. Many online games show player names and a chat text box for talking to the other players. RTS games tend to have complex user interfaces, with context-sensitive panels and a full-overview mini-map with fog of war.
Typically this information is represented numerically, with the health level being a number from 0–100 (percent): 100 representing full health and 0 representing empty, no health or death. However, many other methods of visual representation can be used. For instance, certain games employ a "health bar" which empties as the player becomes hurt such as Tekken , Street Fighter , and many others.
Armour levels are also commonly monitored, either through a separate readout, or as part of the health system. For example, some Halo games use one recharging shield bar, acting as the health level. [2] When this is depleted the player can only take a few more hits before their death. The same goes in Destroy All Humans! , but in the form of the player's shields. Traditionally, games used lives to represent health. Every time the main character was injured they would lose one of their limited lives. Another way to display the life in the HUD is demonstrated in Gears of War , where the characters life is displayed only when they are taking damage, in which case a red cog known as the Crimson Omen appears in the center of the screen. The more visible the Crimson Omen is, the more damage the player has sustained and the closer they are to death. This health system is known as the 'Red Ring' system.
There is also a lot of variance with regards to the display of other information. Some games permanently display all the weapons a character is currently carrying, others rely on a pull up weapon selector. Inventory or storage space may also be permanently overlaid over the screen, or accessed via a menu. Alternatively, only a limited number of items stored in the inventory might be displayed at once, with the rest being rotated into view using the [ and ] keys.
In order to maintain the suspension of disbelief, some games make the HUD look like a real HUD within the context of the game's world. Many first-person vehicle simulation games use this technique, showing instruments and displays that the driver of the vehicle would be expected to see. [2] The displays in the helmet in the action-adventure game game Metroid Prime [2] or Star Wars: Republic Commando also mimic the player's point of view. A similar method is used in Tom Clancy's Ghost Recon Advanced Warfighter and Crysis . In some of these circumstances where the player and character within the game are meant to see the same "HUD" information, such as Halo , the term helmet-mounted display (HMD) would technically be more accurate.
Some games, in an attempt to increase player immersion and reduce potential screen clutter, have most or all elements disappear when not needed (usually when the status they display is static), a method commonly referred to as a "dynamic HUD". In most cases, the player can display them all by pausing the game or pressing a button. Some games also give players control over the HUD, allowing them to hide elements and customize position, size, color, and opacity. [2] World of Warcraft is notable for allowing players to significantly modify and enhance the user interface through Lua scripting. Another example is Horizon Zero Dawn , which allows player to set the display of each element to always appear, show only when relevant, or never display. [3]
Despite the modern dominance of 3D graphics in games, HUDs are frequently rendered with a 2D look, often using sprites.
Sometimes, for the sake of narrative and spatial immersion, information normally displayed in the HUD is instead disguised as part of the scenery or part of the vehicle in which the player is traveling. For example, when the player is driving a car that can sustain a certain number of hits, a smoke trail might appear when the car can take only two more hits, fire might appear from the car to indicate that the next hit will be fatal.[ citation needed ] Wounds and bloodstains may sometimes appear on injured characters who may also limp, stagger, slouch over or breathe heavily to indicate they are injured, [2] a notable example being Resident Evil 2 .
In rare cases, no HUD is used at all, leaving the player to interpret the auditory and visual cues in the game-world. Ico has no HUD, fitting with the game's calmer style by not including many traditional game-like elements. [4]
Another method of improving realism and immersion in games is through the implementation of dynamic HUDs [2] such as the HUD in Red Dead Redemption 2 . These types of HUDs reduce screen clutter by only displaying specific bits of information when the in-game situation calls for it. For instance, when exploring on horseback, the player will only see the mini-map (and the horse's stamina meter if they are galloping). When the player enters combat, the game will display information related to ammunition amount and type along with the meters for player health, player stamina, "Dead Eye" ability, horse stamina and horse health.[ citation needed ] The racing game Split/Second purposefully concentrated the HUD into just the lap counter, position counter and the game's "power play" meter, all floating within the car's rear bumper, and completely dropping out common racing game elements such as lap timers or speedometers to reduce clutter and distractions. [5]
Some console video games are able to display an HUD on video game controllers that contain a smaller second screen that accompanies the gameplay on the main display. The Sega Dreamcast, released in 1998, uses a VMU on many games as a HUD. A notable example is Resident Evil 2 , Resident Evil 3: Nemesis and Resident Evil – Code: Veronica all using the VMU to show a mini version of the HUD, which displays the protagonists health and ammo. This feature returned with the introduction of the Nintendo Wii U, which uses the Wii U GamePad for some games as a HUD including Mario Kart 8 and Super Smash Bros. for Wii U .
Multi-screen gaming systems, particularly the Nintendo DS and Nintendo 3DS handheld systems, can also assign HUD information to one screen while showing gameplay in another.
Prolonged display (that stays on the screen in a fixed position, remaining static) of HUD elements on certain CRT-based screens may cause permanent damage in the form of burning into the inner coating of the television sets. It is a risk for players who play games with HUD elements for extended periods of time. Plasma TV screens are also at risk, although the effects are usually not as permanent. [2]
Deathmatch, also known as free-for-all, is a gameplay mode integrated into many shooter games, including first-person shooter (FPS), and real-time strategy (RTS) video games, where the goal is to kill the other players' characters as many times as possible. The deathmatch may end on a frag limit or a time limit, and the winner is the player that accumulated the greatest number of frags.
A tactical shooter is a sub-genre of first- and third-person shooters, associated with using strategy, planning, and tactics in gameplay, as well as the realistic simulations of ballistics, firearm mechanics, physics, stamina, and low time to kill. Dating back to strategy games from the late 1980s, the genre first rose to prominence in the late 1990s with the releases of several well-received tactical shooters. The popularity of the genre saw a decline in the late 2000s as fast-paced "arcade"-like action shooters rose to prominence, it has seen a revitalization since the mid-2010s with the successful releases of several modern tactical shooters.
An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, rhythm games and platform games. Multiplayer online battle arena and some real-time strategy games are also considered action games.
Wonder Boy in Monster Land, known by its original arcade release as Wonder Boy: Monster Land, is a platform video game developed by Westone Bit Entertainment and released by Sega in Japanese arcades in 1987 and for the Master System in 1988, with a number of other home computer and console ports following. The game is the sequel to the 1986 game Wonder Boy and takes place eleven years after the events in the previous game. After enjoying over a decade of peace on Wonder Land following the defeat of the evil King by Tom-Tom, later bestowed the title "Wonder Boy", a fire-breathing dragon called the MEKA dragon appeared; he and his minions conquered Wonder Land, turning it into "Monster Land". The people, helpless due to their lack of fighting skill, call for Wonder Boy, now a teenager, to destroy the monsters and defeat the MEKA dragon. Players control Wonder Boy through twelve linear levels as he makes his way through Monster Land to find and defeat the MEKA dragon. Players earn gold by defeating enemies and buy weapons, armor, footwear, magic, and other items to help along the way.
Shooter video games or shooters are a subgenre of action video games where the focus is on the defeat of the character's enemies using ranged weapons given to the player. Usually these weapons are firearms or some other long-range weapons, and can be used in combination with other tools such as grenades for indirect offense, armor for additional defense, or accessories such as telescopic sights to modify the behavior of the weapons. A common resource found in many shooter games is ammunition, armor or health, or upgrades which augment the player character's weapons.
Replay value is the potential of a video game or other media products for continued play value after its first completion. Factors that can influence perceived replay value include the game's extra characters, secrets and alternate endings. The replay value of a game may also be based entirely on the individual's tastes. A player might enjoy repeating a game because of the music, graphics, gameplay or because of product loyalty. Dynamic environments, challenging AI, a wide variety of ways to accomplish tasks, and a rich array of assets could result in a high replay value.
Nitemare 3D is a horror-themed first-person shooter released by Gray Design Associates in 1994 for MS-DOS and Windows 3.x. There are three episodes with the first episode released as shareware and ten levels in each. The full release came on two 3½" floppy disks with a guide to the game's thirty levels. According to author David P. Gray, the game is the first pixelated Windows game to use the WinG interface. Along with WinDoom also from 1994, a similar first-person shooter, Bad Toys, was released for Windows 3.1 in 1995.
Game balance is a branch of game design with the intention of improving gameplay and user experience by balancing difficulty and fairness. Game balance consists of adjusting rewards, challenges, and/or elements of a game to create the intended player experience.
A cooperative video game, often abbreviated as co-op, is a video game that allows players to work together as teammates, usually against one or more non-player character opponents (PvE). Co-op games can be played locally using one or multiple input controllers or over a network via local area networks, wide area networks, or the Internet.
In video games, a level is any space available to the player during the course of completion of an objective. Video game levels generally have progressively increasing difficulty to appeal to players with different skill levels. Each level may present new concepts and challenges to keep a player's interest high.
A mini-map or minimap is a miniature map HUD element that is often placed at a screen corner in video games to help players in orienting themselves within the game world. They are often only a small portion of the screen and must be selective in what details they display. Elements included on mini-maps vary by video game genre, but most minimaps feature at least one or more of the following: the position of the player character, allied units, structures, enemies, objectives, and surrounding terrain.
Health is a video game or tabletop game quality that determines the maximum amount of damage or fatigue something takes before leaving the main game. In role-playing games, this typically takes the form of hit points (HP), a numerical attribute representing the health of a character or object. The game character can be a player character, a boss, or a mob. Health can also be attributed to destructible elements of the game environment or inanimate objects such as vehicles and their individual parts. In video games, health is often represented by visual elements such as a numerical fraction, a health bar or a series of small icons, though it may also be represented acoustically, such as through a character's heartbeat.
In video games, a quick time event (QTE) is a method of context-sensitive gameplay in which the player performs actions on the control device shortly after the appearance of an on-screen instruction/prompt. It allows for limited control of the game character during cut scenes or cinematic sequences in the game. Performing the wrong prompt, mistiming the action, or not performing any action at all results in the character's failure at their task, resulting in a death/failure animation and often an immediate game over or the loss of a life, with some games providing a lesser but significant penalty of sorts instead.
In computers, lag is delay (latency) between the action of the user (input) and the reaction of the server supporting the task, which has to be sent back to the client.
A variety of computer graphic techniques have been used to display video game content throughout the history of video games. The predominance of individual techniques have evolved over time, primarily due to hardware advances and restrictions such as the processing power of central or graphics processing units.
A first-person shooter (FPS) is a video game centered on gun fighting and other weapon-based combat seen from a first-person perspective, with the player experiencing the action directly through the eyes of the main character. This genre shares multiple common traits with other shooter games, and in turn falls under the action games category. Since the genre's inception, advanced 3D and pseudo-3D graphics have proven fundamental to allow a reasonable level of immersion in the game world, and this type of game helped pushing technology progressively further, challenging hardware developers worldwide to introduce numerous innovations in the field of graphics processing units. Multiplayer gaming has been an integral part of the experience, and became even more prominent with the diffusion of internet connectivity in recent years.
A loading screen is a screen shown by a computer program, very often a video game, while the program is loading or initializing.
E.Y.E: Divine Cybermancy is an action role-playing first-person shooter video game developed by Streum On Studio, and built using Valve's Source engine. It is a cyberpunk themed game based on an unreleased, private table-top role-playing game, A.V.A., developed by Streum On Studio in 1998. Streum-On-Studio have stated that it is "unlikely" that "A.V.A." will be sold publicly in the future. The game spent about two years in development before being released on Steam.
Since the origin of video games in the early 1970s, the video game industry, the players, and surrounding culture have spawned a wide range of technical and slang terms.