RE: (GUI) Playfield aspect ratio

"Erin Daly" <[email protected]> Sun, 6 Apr 2003 21:19:22 -0700
Newsgroups gmane.games.devel.design
Message-ID <[email protected]>
I don't know the real reasons behind Blizzard's choice, but I suspect it's because scanning horizontally is easier for the brain than scanning vertically (reading left-right and all that).

Interestingly, Command and Conquer had a sidebar HUD for many years, but recently switched to a horizontal bar with their latest game (C&C Generals).


edaly


-----Original Message-----
From: Brian Hook [mailto:[email protected]]
Sent: Sunday, April 06, 2003 9:09 PM
To: [email protected]
Subject: RE: [GD-Design] (GUI) Playfield aspect ratio


>I think the reason most RTS's clump all the HUD elements together is
>for speed and accessibility.  

Fair enough, but given the choice of a vertical bar that gives you a 
square playfield, or a horizontal bar that gives you a widescreen 
playfield, why choose the widescreen?  The screen already starts out 
in a widescreen aspect, and then it gets exacerbated by having HUD 
elements laid out horizontally.

That's what I'm trying to figure out.

Brian




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