[QUOTE=Rahdo;199708]Here’s the thing about Brink… you’ve got to remember there’s all these class abilities & upgrades and stuff that can radically change things up… a little small body type enemy who you would expect to die really fast may have been temporarily buffed up to be the equal of a big heavy guy in terms of hitpoints (if he’s been helped out by his teammates, for example). And then you’d be shooting at him, you expect him to die very quickly, but he takes a licking and keeps on ticking, and you’re left wondering “wha? whas i not hitting him?”. Because of situations like that, I think it’s VERY impotant to give player’s feedback about exactly what they’re up against when they’re aiming at a bad guy.
Which is very different that simply putting a GUI thing over everyone’s head before you’ve even seen them. This is a case of “you’ve already spotted him, and by looking at him, we’re giving you the additional ‘bonus’ information you need to know to make informed decisions”
Am I crazy? :-)[/QUOTE]
Of course it’s important to give the player all the information he needs, otherwise it would be a game of chance.
But the GUI should be the last resort in these manners, the information should come from the battlefield itself. If a player is buffed, debuffed, wounded, full health, charging, whatever it should be visible on the model itself and not trough a bar a meter or number flashing in your screen.
Look at TF2, there’s no doubt about whether that heavy is übercharged or not, you can see him coming from miles away. You can see when a player is in a critting state (his weapon has lightening around it and he has temporarily double damage), and you can see to what degree a player is wounded, or when has a jar of urine thrown over him (making him more vulnerable).
In fact, TF2 makes no use of the interface at all here it’s all in-world stuff. The only exception is team-mates, then it suddenly makes plenty of use of the GUI with little exclamation marks, and all that.
I think that’s the right direction to take. Use the GUI however you like in order to make the interaction inside a team as smooth as possible, but keep it out of the fight against opponents itself, then it should be the player who judges the world instead of doing what his GUI tells him to do.
I understand it takes way more resources, time and energy to take the in-world approach. But that’s an economical decision, not a gameplay one.