HUD (computer gaming)
Encyclopedia
In video gaming, the HUD (heads-up display) is the method by which information is visually relayed to the player as part of a game's user interface
. It takes its name from the head-up display
s used in modern aircraft
.
The HUD is frequently used to simultaneously display several pieces of information including the main character's health, items, and an indication of game progression (such as score
or level
).
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
.
. 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.
Armour
levels are also commonly monitored, either through a separate readout, or as part of the health system. For example, Halo 2
uses one recharging shield bar, acting as the health level. When this is depleted the player can only take a few more hits before death. The same goes in Destroy All Humans!
, but in the form of Crypto's shields. Traditionally, games used lives to represent health. Every time the main character was injured he would lose one of his 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 he is 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 he is 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 game
s use this technique, showing instruments and displays that the driver of the vehicle would be expected to see. The displays in the helmet in the first-person adventure game Metroid Prime
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, Halo
for example, the term HMD (Helmet Mounted Display) would technically be more accurate. This is not to be confused with Head-Up Display.
Some games provide the player with an option to hide part or all of the HUD. This is usually used to create cleaner looking screenshots and videos, which can be essential to producing machinima
. Certain games like Pac-Man World
and Super Mario Galaxy
even keep the HUD elements off-screen without any option. When this method is used, they will only appear when affected. In some games, they can temporarily be displayed all at once with the press of a button. In games where that method is not used, the only way to display them at once is by pausing the game.
In the MechWarrior series of games, the HUD display is slightly different. (image needed) The armor display is in the lower right corner, with the option of displaying as bars or as a wire-frame diagram of the player's mech. The enemy display is located in the lower-right corner, and is much like the armor display. The radar display was located in the upper-left corner in Mechwarrior 2 and 3, and in the lower center of the screen in Mechwarrior 4. An additional interface, either in the upper-right corner of the screen or slaved to a pop-up menu, allow for control of the player's lancemates or starmates (conceptually similar to wingmen). (More information needed)
A few games give players extensive control over their HUD, such as customizing position, size, color, and opacity. World of Warcraft
is notable for allowing players to significantly modify and enhance the user interface through Lua scripting
.
Despite the modern dominance of 3D graphics in games, HUDs are frequently rendered with a 2D look, often using sprites
.
, 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. Wounds and bloodstains may sometimes appear on injured characters who may also limp, stagger, slouch over or breathe heavily to indicate they are injured, 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 gameworld. The elimination of elements has hardly become a trend in game development
nowadays, but can be witnessed in several titles as of late. Some classic examples of games without HUDs are Silent Hill 2
, Jurassic Park: Trespasser
, Ico, The Getaway
, Fable III
, Another World
, Mirror's Edge
, King Kong (however it can be turned on and off, at the player's will.), Dead Space
, Call of Cthulhu: Dark Corners of the Earth
, and Resident Evil.
An upcoming game promising no HUD is Aliens: Colonial Marines
.
-based screens may cause permanent damage in the form of burning
into the inner coating of the television sets, which is impossible to repair. Also players who pause their games for long hours without turning off their television or putting it on standby risk harming their TV sets. Plasma TV screens are also at risk, although the effects are usually not as permanent.
Burn-in can still happen on LCD monitors, but only when the same image is displayed for weeks.
User interface
The user interface, in the industrial design field of human–machine interaction, is the space where interaction between humans and machines occurs. The goal of interaction between a human and a machine at the user interface is effective operation and control of the machine, and feedback from the...
. It takes its name from the head-up display
Head-Up Display
A head-up display or heads-up display is any transparent display that presents data without requiring users to look away from their usual viewpoints...
s used in modern aircraft
Aircraft
An aircraft is a vehicle that is able to fly by gaining support from the air, or, in general, the atmosphere of a planet. An aircraft counters the force of gravity by using either static lift or by using the dynamic lift of an airfoil, or in a few cases the downward thrust from jet engines.Although...
.
The HUD is frequently used to simultaneously display several pieces of information including the main character's health, items, and an indication of game progression (such as score
Score (gaming)
In games, score refers to an abstract quantity associated with a player or team. Score is usually measured in the abstract unit of points, and events in the game can raise or lower the score of different parties...
or level
Level (computer and video games)
A level, map, area, or world in a video game is the total space available to the player during the course of completing a discrete objective...
).
Shown on the HUD
While the information that is displayed on the HUD depends greatly on the game, there are many features that players recognize across many games. Common features include:- Health / lives – this might include the player's character and possibly other important characters, such as allies or bossesBoss (video games)A boss is an enemy-based challenge which is found in video games. A fight with a boss character is commonly referred to as a boss battle or boss fight...
. Real-time strategyReal-time strategyReal-time strategy is a sub-genre of strategy video game which does not progress incrementally in turns. Brett Sperry is credited with coining the term to market Dune II....
games usually show the health of every unit visible on screen. Also, in many (but not all) first-First-person shooterFirst-person shooter is a video game genre that centers the gameplay on gun and projectile weapon-based combat through first-person perspective; i.e., the player experiences the action through the eyes of a protagonist. Generally speaking, the first-person shooter shares common traits with other...
and third-person shooterThird-person shooterThird-person shooter is a genre of 3D action games in which the player character is visible on-screen, and the gameplay consists primarily of shooting.-Definition:...
s, when the player is damaged, the screen (or part of it) flashes briefly (usually in red color, representing blood) and shows arrows or other similar images that point to the direction the threat came from, thus informing the player from which direction the enemies are attacking. - Time – This may be a timer counting down the time limit of the current turn, level, round or mission, the time left until a specific event. Or, it may be a timer counting up to records such as lap times in racing games, or the length of time a player can last in games based on survival. Many HUDS also use time displays to show the in-game time, such as the current time of day or year within the game. Some games may also display the real time.
- Weapons/ammunition – Most action gameAction gameAction game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction-time. The genre includes diverse subgenres such as fighting games, shooter games, and platform games, which are widely considered the most important action games, though some...
s (first-First-person shooterFirst-person shooter is a video game genre that centers the gameplay on gun and projectile weapon-based combat through first-person perspective; i.e., the player experiences the action through the eyes of a protagonist. Generally speaking, the first-person shooter shares common traits with other...
and third-person shooterThird-person shooterThird-person shooter is a genre of 3D action games in which the player character is visible on-screen, and the gameplay consists primarily of shooting.-Definition:...
s in particular) show what weapon is being used, and also how much ammunition is in it. Can show other available weapons, and objects like health packs, radios, etc.
- Capabilities – gameplay options that are often accessible by the player during gameplay, such as available weapons, items, or spells. This can include when the ability will become usable again, such as ammunition, magic pointMagic pointMagic points are units of magical power that are used in many role-playing, computer role-playing and similar games as an expendable resource that is needed to pay for magic spells and other abilities, such as special attacks...
s, or some other type of "charge up" timer. Icons and/or text may appear in the HUD to indicate other actions that are only available at certain times or in certain places, to show they are available to perform and which button performs it; for example the text "A – open door" may be displayed, but only when the character is near a door. - Menus – Menus to exit, change options, delete files, change settings, etc.
- Game progression – the player's current score, money, or level (as in stage or as in experience pointExperience pointAn experience point is a unit of measurement used in many role-playing games and role-playing video games to quantify a player character's progression through the game...
s). This might also include the character's current task or quest. - Mini-mapMini-mapA mini-map is a miniature map, often placed in a corner of the screen in computer games and video games to aid in reorientation. Mini-maps usually display traversable terrain, allies, enemies, and important locations or items.-Usage of GPS:...
– a small map of the area that can act like a radar, showing the terrain, allies and/or enemies, locations like safe houses and shops, streets, etc. (See mini-mapMini-mapA mini-map is a miniature map, often placed in a corner of the screen in computer games and video games to aid in reorientation. Mini-maps usually display traversable terrain, allies, enemies, and important locations or items.-Usage of GPS:...
for more information.) - Speedometer – used in most games which feature drivable vehicles. Usually shown only when driving one of these.
- Context-sensitive informationContext sensitive user interfaceA context sensitive user interface is one which can automatically choose from a multiplicity of options based on the current or previous state of the program operation.Context sensitivity is almost ubiquitous in current graphical user interfaces, and should, when operating correctly, be practically...
– shown only as it becomes important, such as tutorial messages, special one-off abilities, and speech subtitles. - Reticle / cursor / crosshair – an indication of where the character is aiming or where the mouse pointer is. Pressing a key while pointing at an object or character with the cursor can issue actions like shooting, talking, picking up objects, manipulating switches, using computers, etc.
- Stealthometer – displays the awareness level of enemies to the player's presence (used in stealth games and some first person shooters).
- Compass / Quest Arrow - sometimes found in RPGsRole-playing video gameRole-playing video games are a video game genre with origins in pen-and-paper role-playing games such as Dungeons & Dragons, using much of the same terminology, settings and game mechanics. The player in RPGs controls one character, or several adventuring party members, fulfilling one or many quests...
and First Person Shooters, they help guide the player toward his or her objective. Sometimes the compass itself might not be a real compass, rather one that points toward the next location or goal.
There are also trends common among genres and platforms. Many online games show player names and a chat
Online chat
Online chat may refer to any kind of communication over the Internet, that offers an instantaneous transmission of text-based messages from sender to receiver, hence the delay for visual access to the sent message shall not hamper the flow of communications in any of the directions...
text box for talking to the other players. RTS
Real-time strategy
Real-time strategy is a sub-genre of strategy video game which does not progress incrementally in turns. Brett Sperry is credited with coining the term to market Dune II....
games tend to have complex user interfaces, with context-sensitive panels and a full-overview mini-map with fog of war
Fog of war
The fog of war is a term used to describe the uncertainty in situation awareness experienced by participants in military operations. The term seeks to capture the uncertainty regarding own capability, adversary capability, and adversary intent during an engagement, operation, or campaign...
.
How the HUD is displayed
Typically this information is represented numerically, with the health level being a number from 0–100 (percent): 100 representing full health and 0 representing no health or deathDeath
Death is the permanent termination of the biological functions that sustain a living organism. Phenomena which commonly bring about death include old age, predation, malnutrition, disease, and accidents or trauma resulting in terminal injury....
. 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.
Armour
Armour
Armour or armor is protective covering used to prevent damage from being inflicted to an object, individual or a vehicle through use of direct contact weapons or projectiles, usually during combat, or from damage caused by a potentially dangerous environment or action...
levels are also commonly monitored, either through a separate readout, or as part of the health system. For example, Halo 2
Halo 2
Halo 2 is a first-person shooter video game developed by Bungie Studios. Released for the Xbox video game console on November 9, 2004, the game is the second installment in the Halo franchise and the sequel to 2001's critically acclaimed Halo: Combat Evolved...
uses one recharging shield bar, acting as the health level. When this is depleted the player can only take a few more hits before death. The same goes in Destroy All Humans!
Destroy All Humans!
Destroy All Humans! is a video game developed by Pandemic Studios and published by THQ. It was released for the Xbox and PlayStation 2 on June 21, 2005. The game is set in the late 1950s in the U.S. and parodies the lifestyles, pop culture, and politics of this time period...
, but in the form of Crypto's shields. Traditionally, games used lives to represent health. Every time the main character was injured he would lose one of his limited lives. Another way to display the life in the HUD is demonstrated in Gears of War
Gears of War
Gears of War is a military science fiction third-person shooter video game developed by Epic Games and published by Microsoft Game Studios...
, where the characters life is displayed only when he is 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 he is 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
Suspension of disbelief
Suspension of disbelief or "willing suspension of disbelief" is a formula for justifying the use of fantastic or non-realistic elements in literary works of fiction...
, some games make the HUD look like a real HUD within the context of the game's world. Many first-person
First person (video games)
In video games, first person refers to a graphical perspective rendered from the viewpoint of the player character. In many cases, this may be the viewpoint from the cockpit of a vehicle. Many different genres have made use of first-person perspectives, ranging from adventure games to flight...
vehicle simulation game
Vehicle simulation game
Vehicle simulation games are a genre of video games which attempt to provide the player with a realistic interpretation of operating various kinds of vehicles. This includes automobiles, aircraft, watercraft, spacecraft, military vehicles, and a variety of other vehicles...
s use this technique, showing instruments and displays that the driver of the vehicle would be expected to see. The displays in the helmet in the first-person adventure game Metroid Prime
Metroid Prime
Metroid Prime is a video game developed by Retro Studios and Nintendo for the Nintendo GameCube, released in North America on November 17, 2002...
or Star Wars: Republic Commando
Star Wars: Republic Commando
Star Wars: Republic Commando is a first-person shooter Star Wars video game, released in the US on March 1, 2005. It was developed and published by LucasArts for the Microsoft Windows and Xbox platforms. The game uses Epic Games' Unreal Engine...
also mimic the player's point of view
Perspective (cognitive)
Perspective in theory of cognition is the choice of a context or a reference from which to sense, categorize, measure or codify experience, cohesively forming a coherent belief, typically for comparing with another...
. A similar method is used in Tom Clancy's Ghost Recon Advanced Warfighter
Tom Clancy's Ghost Recon Advanced Warfighter
Tom Clancy's Ghost Recon Advanced Warfighter is the third installment in the popular Ghost Recon tactical shooter video game series, published by Ubisoft in 2006. As in previous Ghost Recon games, players command their team of Ghosts while neutralizing hostile forces and completing various mission...
and Crysis
Crysis
Crysis is a science fiction first-person shooter video game developed by Crytek , published by Electronic Arts for Microsoft Windows, and released in November 2007. It is the first game of a trilogy. A separate game entitled Crysis Warhead was released on September 12, 2008, and follows similar...
. In some of these circumstances where the player and character within the game are meant to see the same 'HUD' information, Halo
Halo: Combat Evolved
Halo: Combat Evolved, frequently referred to as Halo: CE, or Halo 1, is a first-person shooter video game developed by Bungie and published by Microsoft Game Studios. The first game of the Halo franchise, it was released on November 15, 2001 as a launch title for the Xbox gaming system, and is...
for example, the term HMD (Helmet Mounted Display) would technically be more accurate. This is not to be confused with Head-Up Display.
Some games provide the player with an option to hide part or all of the HUD. This is usually used to create cleaner looking screenshots and videos, which can be essential to producing machinima
Machinima
Machinima is the use of real-time 3D computer graphics rendering engines to create a cinematic production. Most often, video games are used to generate the computer animation...
. Certain games like Pac-Man World
Pac-Man World
was released on the 20th anniversary of the creation of Pac-Man. It is a 3D based free roaming platform game for the PlayStation released on September 30, 1999...
and Super Mario Galaxy
Super Mario Galaxy
is a 3D platform game developed by Nintendo EAD Tokyo and published by Nintendo for the Wii. It was released in most regions in November 2007, and is the third 3D original platformer in the Mario series, after Super Mario 64 and Super Mario Sunshine. The game follows the protagonist, Mario, on a...
even keep the HUD elements off-screen without any option. When this method is used, they will only appear when affected. In some games, they can temporarily be displayed all at once with the press of a button. In games where that method is not used, the only way to display them at once is by pausing the game.
In the MechWarrior series of games, the HUD display is slightly different. (image needed) The armor display is in the lower right corner, with the option of displaying as bars or as a wire-frame diagram of the player's mech. The enemy display is located in the lower-right corner, and is much like the armor display. The radar display was located in the upper-left corner in Mechwarrior 2 and 3, and in the lower center of the screen in Mechwarrior 4. An additional interface, either in the upper-right corner of the screen or slaved to a pop-up menu, allow for control of the player's lancemates or starmates (conceptually similar to wingmen). (More information needed)
A few games give players extensive control over their HUD, such as customizing position, size, color, and opacity. World of Warcraft
World of Warcraft
World of Warcraft is a massively multiplayer online role-playing game by Blizzard Entertainment. It is the fourth released game set in the fantasy Warcraft universe, which was first introduced by Warcraft: Orcs & Humans in 1994...
is notable for allowing players to significantly modify and enhance the user interface through Lua scripting
Lua programming language
Lua is a lightweight multi-paradigm programming language designed as a scripting language with extensible semantics as a primary goal. Lua has a relatively simple C API compared to other scripting languages.- History :...
.
Despite the modern dominance of 3D graphics in games, HUDs are frequently rendered with a 2D look, often using sprites
Sprite (computer graphics)
In computer graphics, a sprite is a two-dimensional image or animation that is integrated into a larger scene...
.
Reduction of elements
Sometimes, for the sake of realismRealism (arts)
Realism in the visual arts and literature refers to the general attempt to depict subjects "in accordance with secular, empirical rules", as they are considered to exist in third person objective reality, without embellishment or interpretation...
, 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. Wounds and bloodstains may sometimes appear on injured characters who may also limp, stagger, slouch over or breathe heavily to indicate they are injured, a notable example being Resident Evil 2
Resident Evil 2
Resident Evil 2, known as in Japan, is a survival horror video game originally released for the PlayStation in 1998. Developed by Capcom as the second installment in the Resident Evil series, its story takes place two months after the events of the first game, Resident Evil...
.
In rare cases, no HUD is used at all, leaving the player to interpret the auditory and visual cues in the gameworld. The elimination of elements has hardly become a trend in game development
Game development
Game development is the software development process by which a video game is developed. Development is undertaken by a game developer, which may range from a single person to a large business. Mainstream games are normally funded by a publisher and take several years to develop. Indie games can...
nowadays, but can be witnessed in several titles as of late. Some classic examples of games without HUDs are Silent Hill 2
Silent Hill 2
Silent Hill 2 is a survival horror video game published by Konami for the PlayStation 2 and developed by Team Silent, a production group within Konami Computer Entertainment Tokyo...
, Jurassic Park: Trespasser
Jurassic Park: Trespasser
Jurassic Park: Trespasser is a video game released in 1998 for Microsoft Windows after much hype and anticipation. The player assumes the role of Anne, the sole survivor of a plane crash on InGen's "Site B" one year after the events of The Lost World: Jurassic Park...
, Ico, The Getaway
The Getaway (video game)
The Getaway is a video game series focused on gang life and the police in the city of London. The series was created by Brendan McNamara and is developed by Team Soho for the PlayStation 2...
, Fable III
Fable III
Fable III is the third video game in the Fable series of action role-playing games . The game was developed by Lionhead Studios and published by Microsoft Game Studios for Microsoft Windows and Xbox 360. The story focuses on the player character's struggle to overthrow the King of Albion by...
, Another World
Another World (video game)
Another World, also known as Out of This World in North America and Outer World in Japan, is a 1991 cinematic platformer designed and developed by Eric Chahi...
, Mirror's Edge
Mirror's Edge
Mirror's Edge is a single-player first person action-adventure video game developed by EA Digital Illusions CE and published by Electronic Arts. The game was announced on July 10, 2007, and was released for the PlayStation 3 and Xbox 360 in November 2008. A Microsoft Windows version was released...
, King Kong (however it can be turned on and off, at the player's will.), Dead Space
Dead Space (video game)
Dead Space is a survival horror third-person shooter video game, developed by EA Redwood Shores for Microsoft Windows, PlayStation 3 and Xbox 360. The game was made available on Steam on October 20, 2008...
, Call of Cthulhu: Dark Corners of the Earth
Call of Cthulhu: Dark Corners of the Earth
Call of Cthulhu: Dark Corners of the Earth is a Lovecraftian horror first-person action-adventure game developed by Headfirst Productions and published by Bethesda Softworks in 2005, in conjunction with 2K Games. The game was released for the PC and Xbox systems; the Xbox version is officially...
, and Resident Evil.
An upcoming game promising no HUD is Aliens: Colonial Marines
Aliens: Colonial Marines
Aliens: Colonial Marines is an upcoming video game in development by Gearbox Software and is to be published by Sega for Microsoft Windows, Nintendo 3DS, PlayStation 3, Wii U and Xbox 360...
.
HUDs and burn-in
Prolonged display of HUD elements on certain CRTCathode ray tube
The cathode ray tube is a vacuum tube containing an electron gun and a fluorescent screen used to view images. It has a means to accelerate and deflect the electron beam onto the fluorescent screen to create the images. The image may represent electrical waveforms , pictures , radar targets and...
-based screens may cause permanent damage in the form of burning
Phosphor burn-in
Screen burn-in, image burn-in or ghost image, colloquially known as screen burn or screen afterimage, is a permanent discoloration of areas on an electronic display such as a cathode ray tube display or computer display monitor or Television set caused by cumulative non-uniform usage of the...
into the inner coating of the television sets, which is impossible to repair. Also players who pause their games for long hours without turning off their television or putting it on standby risk harming their TV sets. Plasma TV screens are also at risk, although the effects are usually not as permanent.
Burn-in can still happen on LCD monitors, but only when the same image is displayed for weeks.
External links
- HMBlkAppKit - a free CocoaCocoa (API)Cocoa is Apple's native object-oriented application programming interface for the Mac OS X operating system and—along with the Cocoa Touch extension for gesture recognition and animation—for applications for the iOS operating system, used on Apple devices such as the iPhone, the iPod Touch, and...
application framework for implementing HUDs in other applications - BGHUDAppKit - another free, open source 100% native Cocoa HUD framework.