I wrote this in another thread, but it is concerning the HUD and I think it belongs here.
I wonder if the mentioned HUD scaling includes scaling them down to a significant degree, and not just scaling them up. Things like quick-access items, minimap, quest-objectives, time-of-day, NPC titles don't need to be showing on the screen at all times, or even at all.
I also think that the thickness of the health bar in Witcher 3 is too much, overpowering.
Witcher 3 presentation, like Witcher 2, is as though the player is addressing the game from behind a screen, and that there is a layer of data between them and the reality of the world. I don't like that, and I even loathe that. It is a much richer and more meaningful experience for the connection to be from the player, directly into the game world, so that they can feel as though they are in there, playing as the main character. I can't get that feeling where there are so many layers of floating data on the screen - it really prevents there from being a direct sense of real experience.
A solution to disable everything on the screen with one setting would not be good either, because some data-feedback is needed to survive and perform in the world. That feedback includes the stat bars - which don't need to be as prominent as they are right now. That needed feedback does not include the other resources like inventory quick-access items, minimap, quest objectives, or persistent floating NPC / animal titles.
- The quick-access items are remembered by the player who selected them to be quick-accessible.
- The map is known by the player checking the larger one and knowing which direction they need to go from where they are, including landmarks for where to change direction.
- Quest objectives are pointless to show on the screen - the player knows why they're doing what they're doing, and can look in the journal if ever they've suddenly realized they're moving aimlessly.
- Persistent floating NPC titles are really tacky on the screen, and really spoiling of the natural-looking scenery. Having them fade in as a player points their mouse over them when they're somewhat close by is plenty enough.
- The daytime is generalized to meaningful precision simply by experiencing with sight the light and direction of the sun, or the lack of sun. The time of the day is not needed to be known, and the presence of time indicator can present an artificial sense while walking in nature.
It would be very nice if even the health and stamina stat bars faded away whenever not in combat. They don't serve a purpose in being present when doing other things.
I wonder if 3D Projekt Red can give clarification on what exactly is the state of UI customizability, and whether we can disable elements individually - and if the persistent floating NPC titles can be disabled, as well, while keeping NPC names viewable when pointing the mouse at them.