We designed the HUD system to only reveal most vital info elements to open up the first person beautiful scenes. For example, player could enter into navigation mode for quest information, or open up inventories using their hot keys.
The free cursor would allow player to navigate through inventories from one end of the screen to the other comfortably and quickly. The parallax mechanism also allowed us to display contextual and layered details without having to carve out a disconnected, dedicated sub-area of the UI to present.
Player at our main director screen would have opportunities to explore wide range of activity-based destinations rather than settle into a single activity type. Our [DIRECTOR] as presented solar system map matched the navigation behavior while is also long lasting as we add new destinations as additional planets/nodes for future seasons.