
This was the concept art for the Hunchback cockpit. Of course, as we all know, concept art is used to help visualize a concept, and what we can get in-game can be quite a bit different.
I for one LOVE the photo-realistic look in the concept art.
But it raises a couple of usability questions. First I know that PGI will not bring the game to the real of Flight Simulator when it comes to requiring the user to be intimately familiar with each knob and control. This is fine; the operation of the Mech should be automated (having the in-game avatar move to flip controls and press buttons where appropriate)
And secondarily, the panels presents a unique challenge. What good are having customized panels of information if everything we need is readily available on our HUD? (chances are if our HUD is taken out, console electronics will be too). I mean, I LIKE having all these monitors, especially if they provide useful information that can be easily read to provide supplemental information about different parts of my Mech.
But to what end is PGI going to bring us into the game world? To me, SO MUCH of the simulation aspect I love about MW comes from steps taken to help me feel like I'm actually in the pilot seat, operating this beast. There's a type of nostalgia knowing that though the machine IS advanced, it really comes down to the pilot, and how well he interacts with the instrumentation in the cockpit, to bring what that chassis can do to bear on the battlefield.
It's a precarious position; I'd love to hear what PGI has in store for it.














