If you are really interested in how to support many display settings, look into good web design. The graphical tricks that are used in web design can be applied to anything. That is one of the best places to look. Again, you can also look towards how OSs handle things.
That might be over-simplifying it a bit, but I understand where you're coming from.
The web scales the placement of the content, not the content itself. The web utilizes percentage-based "tables" to allow upward scalability to consume screen real estate in a consistent way. This is the approach I'll probably be taking for the HUD and static data on the screen because I don't think I'll have to worry too much about keeping those elements the same visual size from resolution to resolution.
I don't think the player should have to suffer `side effects` produced by your game not being comprehensive enough in its understanding of the issue of resolution. You as the designer should be sensitive to the fact there are many different resolutions and aspect ratios and try to get your game to work with all of them without noticeable loss of quality or wierd stretching or whatever. I'd consider it a bug or lack of feature if everything appeared stretched out in a different resolution than the one you intended. Of course, you have control of what options you offer, so you could just fix to a given resolution or set of resolutions and ignore the rest.
I agree. If you were to compare this type of thing to home video...
If a movie is released in fullscreen (formerly called "pan and scan"), when they make the transfer, they literally have a scripted camera that focusses in on notable action of the scene. It moves, it zooms, it pans where appropriate to fill the 1:1.33.
If we were to follow that metaphor/pattern, we'd have to have different code to handle the "focal" point of the action, and make sure that things happening on opposite ends of the widescreen playfield do not (as you said) alter the gameplay significantly.
With that in mind, I'm wondering if constraining the playfield to a "black barr'ed" area would be a better approach.
I'd allow the statistical data to be placed on the screen in about the same place (scaled in the way web way). That would put those elements outside the black bars in a traditional display, and put them in as an overlay on a widescreen display (similarly to how they do sub-titles in movies)
Back to the original question though... I'm not necessarily targetting a low-end machine, but also not a bleeding edge one. Demographically, my stuff will probably skew toward Naked War more than Holiday Bonus. So presumably, I can get away with a slightly beefier machine, right?