10 Simple Video Game Features (That Are A NIGHTMARE To Develop)

5. Reactive/Unobtrusive UI

God of War Stranger
Sony Interactive Entertainment

This one bubbles my tea on a very personal level. “Reactive” or “dynamic” UI is far trickier than it might seem, because the information you’re conveying can’t just appear when you think it’s necessary.

Think of it this way - how often do you check your speedometer in the car? You don’t think about it, right? Now imagine you could only see the speedometer when you had a foot on the accelerator. It sounds like that would make sense - accelerate more, check your speed, right? Well, what if you’re coasting? What if you’re slowing down to meet a speed limit?

I personally think a heads-up display should always have key information present on-screen when your UI is non-diegetic (traditional). Making it disappear for cinematic purposes only really works if the information it’s related to doesn’t matter for at least ten to twenty seconds.

If your health bar disappears, then don’t make it so your character can be hurt for a significant amount of time, and make it obvious that information has returned, so the player knows it’s relevant again. Also, you’re better off just... not doing that.

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Hiya, you lot! I'm Tommy, a 39-year-old game developer from Scotland - I live on the East coast in an adorable beachside village. I've worked on Need for Speed, Cake Bash, Tom Clancy's The Division, Driver San Francisco, Viva Pinata: Trouble in Paradise, Kameo 2 and much more. I enjoy a pun and, of course, suffer fools gladly! Join me on Twitter at @TotoMimoTweets for more opinion diarrhoea.