So if http://www.ausgamers.com/features/read/3048710 Ausgamer article is correct and Todd can be quoted as saying that "one of his big goals for Skyrim was to create an in-depth RPG, sans clutter", I have to point out that they haven't done it very well.
The HUD clutters the screen far more than it should:
- The compass is huge.
While I do think that it needs to be up all the time (if BGS is going to insist on designing the game around quest markers *grumble grumble*), it's far bigger than it needs to be. Everyone remembers Oblivion's compass. What was wrong with that implementation?
- The status bars are huge.
It's great that they only come up when they're needed during combat, but do they have to be spread all across the bottom of the screen and do they have to be so thick? You could slice the bars in half in both dimensions and they wouldn't lose any functionality. The way the health bar depletes is also unnecessarily complicated and can surely only serve to obfuscate its reading now that we have to bear in mind that it depletes from both ends towards the middle. Not a massive problem but it isn't as intuitive as BGS say they are aiming for.
- Pop up text is too big and too central.
At 1:54 of http://www.youtube.com/watch?v=S9MBqdME14I video you can see what the pop up that announces a skill increase looks like. This is in the middle of combat, yet not only is the text announcing the increase huge, it is accompanied by a level progress bar that extends even further towards the centre of the screen. Is this later information needed in the heat of battle? I personally got by fine on Oblivion's system of having the level progress bar in the character menu tab. Not once did I want to have that information thrust in my face. Not only that, but the text and the bar both hang around for far longer than is necessary.
A better way for pop ups to be shown is in the style of the sneak attack indicator, seen at 1:39 of the same video. This pop up is clear, concise and well placed not to get in the way.
I'm excited for Skyrim and I love TES etc etc etc, but sometimes what Todd says the team sits down to achieve and what we're actually shown in demo are worryingly distant from each other.