Though we rarely acknowledge their existence (unless they're super original or horrifically ugly), heads-up displays and user interfaces play a major role in how we interact with games. Former DICE designer Marcus Andrews was recently tasked by his previous employer with studying a variety of UIs to find out which work effectively, and why. Andrews then took his findings and penned an extremely fascinating article on Gamasutra, which you should really read at your earliest convenience.
The article examines the relationship between in-game "diegetic" HUD elements (think Isaac's holo-projector in Dead Space) and "non-diegetic" elements which only the player can see. Heck, it's worth reading just because of new vocabulary like that, which could easily be used to impress friends and members of the opposite sex.
Reader Comments (29)
Posted: Feb 24th 2010 3:04AM Jjjjames said
ladies love the big... vocabulary
Posted: Feb 24th 2010 3:08AM WiredKnight said
GRID and DIRT 2 have some of the coolest main menus ever.
Posted: Feb 24th 2010 3:14AM DomoBraden said
I don't have much room to talk here, having never played either of the titles you mentioned, but I thought it might be pertinent to point out that a menu and a HUD are two entirely different animals.
Not knocking your opinion -- just saying...
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Not knocking your opinion -- just saying...
Posted: Feb 24th 2010 3:19AM CaramelZappa said
While the main menu's you speak of have very little to do with this post, I agree, the menu's in both of those games are awesome. What I think Codemasters does better than anything is create a great atmosphere that makes you really feel like you're in the races, and the menu's are a huge part of that.
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Posted: Feb 25th 2010 12:56AM WiredKnight said
No you guys are right, the article was referring specifically to *in-game* interfaces, but I wanted to bring them up because menu design is something that is often overlooked. And with Dirt 2 especially, one could argue that simply navigating the menu is in fact part of the game.
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Posted: Feb 25th 2010 4:25AM DomoBraden said
Agreed. For now I'll just take your word for it as far as GRID and DiRT 2 are concerned, (i.e. until I play them myself). A good main menu can go a long ways in making a game more accessible, and in rare cases, more fun. They're almost religiously overlooked, and while I can understand why, it's still a shame -- at least when they go above and beyond simple functionality.
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Posted: Feb 24th 2010 3:14AM wardob said
Dead Space's user interface was one thing that definitely made the game standout.
Posted: Feb 24th 2010 3:21AM CaramelZappa said
I thought the fact that it didn't pause the game was a good thing. It's odd to get used to but it keeps you in the game. It's pretty easy to tell when you can safely upgrade and buy things at the store and when you should be looking for the next limb to chop off. Once you get used to the musical cues and how enemy spawns work there's no real reason to be caught off guard at a bench.
Posted: Feb 24th 2010 3:23AM CaramelZappa said
I loved the interface on consoles, but on the PCit was pretty clunky.you had to move your mouse hand over to use the arrow keys in order to navigate the store, bench, and main menu's. They really should have figured out a better solution for that.
As far as console go though, the interface is fantastic in every way.
As far as console go though, the interface is fantastic in every way.
Posted: Feb 24th 2010 3:25AM mocax said
meh, no mention of nintendo games...
Posted: Feb 24th 2010 3:36AM CaramelZappa said
So you're not interested in games unless they come from one single company? You're missing out.
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Posted: Feb 24th 2010 1:57PM aristokrat said
Since these interfaces rules apply mostly to FPS's, and Nintendo has but one, it's not ridiculous for it to be passed over when he only addresses 4 games. Halo, an arguably more played game than the Metroid Prime trilogy, was also passed over, as was COD, but that's also okay.
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Posted: Feb 24th 2010 3:25AM Pure Black World Tendency said
I remember those Doom 3 interfaces were quite fancy, back in the day.
Posted: Feb 24th 2010 3:41AM The Blank Mage Returns said
God, I shouldn't feel old when I haven't even reached my mid 20s, yet here I am.
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Posted: Feb 24th 2010 4:22AM Pure Black World Tendency said
Don't worry. Soon you'll be able to tell your grandchildren magnificent tales of the video games you played in your youth.
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Posted: Feb 24th 2010 5:52AM SitriStahl said
i can't wait to tell my grandkids about when we actually had to use out hands to play games, like a baby's toy
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Posted: Feb 24th 2010 8:57AM Pure Black World Tendency said
Yeah they'll be playing games Total Recall style by then.
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Posted: Feb 24th 2010 3:28AM Puertoricarious said
that's the entire point, you're supposed to feel vulnerable even when looking through your inventory. the feeling that the pause button won't save you adds to the tension.
Posted: Feb 24th 2010 5:29AM RogueJedi86 said
Can I just mention how awesome Republic Commando's UI was? It was entirely in-game, as part of the Clone Commando helmet(with the exception of the weapon ammo count on the weapon itself), you could even see the interior of your helmet around the edges of your visible area. It was a bit Metroid Prime-ish, but so much more, with all the on-screen bits pointing out party members and showing a silhouette of them for giving orders to take cover and blow open a door or whatever. Plus the fun of meleeing an enemy and getting bug goo/droid oil/Trandoshan blood on your visor, and a laser going across the screen and wiping it clean.
And that's why Republic Commando is one of my favorite SW games ever, with a much grittier take on the SW universe.
And that's why Republic Commando is one of my favorite SW games ever, with a much grittier take on the SW universe.
Posted: Feb 24th 2010 5:58PM (Unverified) said
ok so the verdict is... a UI thats is functional but tradtional is preferable to a fancy one that is useless? did he really need four pages to reach that opinion? I mean I disagree with some of the particulars, but still. Btw Dead Space's holographs were awesome, if only because you had to view them in real time wioth the game world without changing your perspective. More than once I was shuffling inventory when a necromorph got me from behind. Scared the bejesus out of me. You had to constantly look over your shoulder and it really added to the game. I remember once watching a friend play and even as he was looking at the item store we saw a necromorph arm wave in front of the item list. When he exited there was one standing RIGHT FREAKING BEHIND HIM looking over his shoulder. brilliant.
Posted: Feb 24th 2010 7:33AM RogueJedi86 said
Or how about Shadow of the Colossus? A lot of it is non-diegetic(the health bar, stamina/grip circle, the equipped weapon box). But it did a few clever diegetic/in-universe ui elements, like holding up the sword to focus a beam of light on where your next colossus is, or where the weak points on a given colossus is. The sword mechanic was a clever way of directing the player around the world and focusing his attention on a boss's weak points without having to put up on-screen interface guides.
Posted: Feb 24th 2010 9:11AM Vcize said
While it's mildly outside the scope of this article, wasn't there an article almost a year ago about MS purchasing some tech so that devs developing games on their consoles could make main menus with much sharper graphical detail that rivals what you see in-game?
I guess we haven't seen it yet. It just seems that in general main menus look so out of place because they're often so blurry and contrast laiden. You look at games like Bioshock or Mass Effect with great, sharp graphics and the main menus look like they came from an N64 game.
I guess we haven't seen it yet. It just seems that in general main menus look so out of place because they're often so blurry and contrast laiden. You look at games like Bioshock or Mass Effect with great, sharp graphics and the main menus look like they came from an N64 game.
Posted: Feb 24th 2010 10:40AM fredgaso said
and apparently only the nintendogs franchise
Posted: Feb 24th 2010 11:35AM Uphillbothways said
I made sure to keep my back to the wall when I was in the menus. Being at a kiosk was different, but I always made sure to clear the area first. I really liked that immersiveness.
Posted: Feb 24th 2010 5:41PM Burnflare said
I'm surprised nobody mentioned Ghostbusters.
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