More games need to render the game in a smaller area and just use the excess area for UI elements. Why the fuck are all UI minimalistic bring back all encompassing UI elements.....
The reason it kind of gets to me too is when you consider how bloated a lot of average AAA game UI can be? It's simultaneously minimalist in overall design sensibility, but when active, the hud covers a large area anyway!
At that point in a weird way I feel like more static UI elements would be preferable. Maybe this is just me being an oldhead, idk. But honestly I'd rather have a static UI conveying to me all the information than an overall large area being taken up by fading in and out text and numbers and compasses and whatnot. Maybe that's less 'immersive' but I don't really feel immersion in that way anyway, so uh! Who knows.
Me being the weeb I am I do tend towards thinking about it in PC-98 titles more than anything else but honestly it seemed like it was at least done in a fair few western dungeon crawlers and whatnot too. Wizardry 8 up there is from 2001!
The resolution does feel kind of tiny on a modern display though, so we don't use it.
