this post was submitted on 28 Sep 2026
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Gaming

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[–] taiyang@lemmy.world 19 points 5 days ago (2 children)

I like the mini debate here about UI. I think less UI is winning, and for good reason in FPS games where visual real estate matters more than status info. I kind of feel we've gone too far in 3rd person ARPGs, though-- specially in removing minimaps and to a lesser extent quest log stuff for games with side quests and collectables.

At the end of the day, how important is that visual real estate? MMOs and RTS, yeah, not important. FPS and some other 3D games? Important. But there's definitely a middle ground I want explored more for ARPGs and any other game with info that goes beyond ammo counts and health.

[–] boonhet@sopuli.xyz 9 points 5 days ago (2 children)

I'm fine with less info in RPGs as well as ARPGs. In particular I'm kinda happy if there's no minimap to constantly be glancing at and even moreso if there are no quest markers. Put me in the world and make me learn it! Usually there's still the big map for when you're lost.

[–] taiyang@lemmy.world 5 points 5 days ago

Kinda depends on if there's visual cues and how linear things are, too, I suppose. No minimaps and terrible visual cues as to where to go make for an annoying experience, but use of lighting and stuff can do just fine otherwise.

Though I'm a bit of a completionist so missing any little thing bugs me, haha. But that's a personal taste.

[–] abigscaryhobo@lemmy.world 2 points 4 days ago

There's definitely a balance to it. I don't need 25 different meters and markers and quests and reminders, but I'm also one that does like just having the "go here arrow" because I can't game nearly as much as I want to and remembering all the minor details can be hard

[–] Dnb@lemmy.dbzer0.com 5 points 4 days ago

One thing ubisoft does right is the hud options. Can go from crazy everything to minimal/ nothing and all between.