[GD-Design] (GUI) Playfield aspect ratio
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From: Brian H. <ho...@py...> - 2003-04-07 02:22:43
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Okay, this is one of the more esoteric observations I'll make,= but I have to ask since it's been bugging me. For games with HUD elements, the typical choice you see is to= either place the elements along the bottom, or possibly along the bottom= and one side. To me, placing elements in an L or reverse L makes a lot more= sense, since you get a playfield area that is much closer to square than= a typical 4:3 or 16:9. This is desirable because it gives you an= equal amount of play room in both directions. However I've noticed that some games, such as Warcraft 3, put all= the GUI elements along the top and bottom, and this in turn actually= accentuates the rectangularity of the playfield. You get an= extreme letterbox effect, which I would intuitively find undesirable. The main reasons I can see for preferring this layout are: 1. Text prefers to be wide, so for chat dialogs, etc. it's= better to have it along the bottom. 2. Letterbox is perceived as more "cinematic". But I still don't think I like it. Are there other obvious= reasons I'm missing? Brian |