To answer your first question, I think when a UI does not require a lot of text to explain how each element works, while in game, or it gets away with highly detailed icons, then your resolution becomes less of a problem.
Also I think a GUI that floats, or more importantly is not boxed in or over-designed or has ‘sliding’ panels, is another way around the problem, because there is less to scale, there is less detail lost because there wasn’t intricate detail there in the first place. Those small indie games all build their GUIS more so out of constraints of time/money/motivation. It actually helps the player get to the nuts and bolts of how to play faster (IMHO).
Also I prefer contextual GUI over ‘giving me all the information about everything all the time’, I just lose focus and become frustrated. As an example I really like sentinel 3’s interface, it’s GUI is to the point without any need to scan the screen to find out whats going on (probably because it was an iOS game ported to PC).
And Really good icon design, with inbuilt feedback can do away with a lot of the text descriptions, so it can be scaled quite easily.
Here’s what I thought from the list of games:
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Shoot many robots @ 2560x1600 - it’s effectively the same game at a higher resolution, you don’t ‘see’ any further.
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Warp @ 2560x1600 - it’s effectively the same game at a higher resolution, you don’t ‘see’ any further.
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Skydrift @ 2560x1600 - pure 3D engine, very simple icon driven gui, xbox native. no problems.
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Desktop dungeons (a browser game) - flash vector scaling
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Deadly 30 @ 2560x1600 - custom build engine, don’t know how they achieved proper scaling, but they did. Mind you the interface is very large to begin with.
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trine1-2 @ 2560x1600 - whole thing plays out in a 3D engine, scaled fine, and the interface is sparse.
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Sentinel III - homeworld @ 2560x1600 - really simple gui, scaled fine, It looks like the entire thing is a giant sprite with more pre-rendered sprites on top, still looks amazing and has style.
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Orcs must die @ 2560x1600- I must admit in this game the GUI was a tad small.
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Defenders Quest @ 2560x1600 - this game scaled up while retaining its ratio of 4:3, it has a lot of text embedded in its interface. It uses adobe air, so the whole thing was probably a vector.
About skyrim, I played it at 2560x1600, it was smooth and fluid immersive, but it had to be tweaked the moment I started the campaign, because the FOV was so small, it felt like I was watching everything through a telescope. Changing the FOV to about 100-110, made it more like a fish-eye lens camera, but the sheer size and res of the monitor compensated for that.
If you aren’t worried about colour quality, you could always get three cheap 24 inch monitors and hook them together instead of one big 30inch. You actually end up with a much much better feeling of immersion that way, at the expense of quality. There are several methods to achieve this, so see the wide screen gaming forum for more information.
cheers!