What is your vision for addressing visor clutter? Can we expect a cleaner HUD experience in the future?
TL;DRThe current HUD is far from final, so a full redesign is underway, aiming for a cleaner, contextual, manufacturer-specific look built on a new in-house UI toolset replacing Flash and Scaleform; it will take a while.
Yes, absolutely. So the current state of the player and the vehicle UI is absolutely not even close to what we want as a final state. And it's sort of become more and more messy over the years as we added features, but it's not been considered holistically. I kind of feel like in some ways our best version of the HUD was all the way back when we did the Dogfighting Module. So we're actually engaging in a full reconcept of how everything should feel and look. It's not coming online yet because it's going to take a while. But we basically want to build it so it has real character, it's usable, and also different manufacturers have different feels, and it's a lot more contextual. So for instance, the visor clutter, right? If I'm sitting in my cockpit and I've got my two monitors here, my ship status should be here, my ship target should be here, which is exactly how Wing Commander worked, right? I don't need to have these two big things cluttering up my visor, unless perhaps I want to say, oh look, I want to cast this to my visor, and you'd have a button on the MFD to cast it up there. And it can be contextual, where it gets smaller or bigger depending. Like right now, there's a huge X there if there's no target. Why would you waste space like that? You want to have as uncluttered a view as possible.
So there's several things. One is the feel and look of that. The second is working on the tech itself, to make it much easier for us to implement it. So up until very recently, we've relied very much on Flash and Scaleform, which is sort of a game implementation of Flash. And it's very difficult. Not that many people work in Flash anymore anyway. And it's just awkward. So we started about a year ago building our own UI building block set, to not have to deal with ActionScript, not have to deal with Flash. It's a totally different thing. And it's been led by Zane Bien, who's our senior lead UI, and so they're starting to pull it together where we have these various different building blocks that we can put together. And it should be much easier and quicker for the game teams to implement the UI, because right now it's one of the reasons why our UI is a bit... it's just hard to get UI resources to deliver all the UI we need, for DNA or for cockpits or maybe glass screens or whatever. So we are going to fix it. It's going to be much better.