Vanguard will be switchable/windowable/minimizable because of the way newer operating systems and graphics APIs work. And, honestly, we’re glad. The additional challenges to keep the game as 'cheat-free' as possible are more than worth the effort, and we'll also do our best to impact the average, honest gamer as little as possible.
Our philosophy is to allow the player to put the camera where he or she wants. Third person, first person, whatever -- it's a matter of preference Currently you can either function key through your camera options, or scroll the mouse wheel to switch between 1st and 3rd person. We think this is another area that should be completely user-configurable.
Source: Official FAQ
I always use first person unless I'm traveling on my horse and want to see around me better. Other people always use 3rd. It's a matter of personal preference. You can be assured we have no overall bias and first or third will receive the same tender loving care. - late October 2005
The UI will come with several different configurations and also be configurable by the user.
Source: Official FAQ
The UI will be very configurable to accomodate lower resolutions and also so the new player isn't overwhelmed with a bunch of detail and info that he or she doesn't really need as a newbie. Our hope is to have the UI evolve with the player as much as possible. - August 2005
Source: Aradune Mithara
Yes, the UI is customizable and based on XML. People have already made mods for it in beta, in fact. - 27 November 2005
It would not be too difficult for someone with simply a competent knowledge of computers and software to design a custom user interface, given that developers are improving upon access to customizability by providing custom tools. There are excellent tools available now commercially to the average user to aid the artistic element of interface design. – Tom King @ Okratas.com
The Journal is the first large piece to make it into the game, and is a good indication on how the rest of the UI pieces will look. Tattered paper, wood, metal...all those traditional elements will be integrated. The UI is the framework of the game, and my number one goal is to make it compliment the world without detracting from it in any way.
The UI is being designed to be movable. We plan on defaulting the windows to locked, with the option to unlock and move around. This prevents novice users from accidentally closing a critical window, while allowing advanced users to do what they want.
Knowing that a great many of our players will be moving things around, a great deal of effort has gone into the window panel designs, so that if they get shuffled around and stacked in different orders, they will still all appear cohesive. - Early November 2005