A delve into Uncharted: Drake’s Fortune reveals an extras menu that contains unlockable developer videos and rewards including its wry ‘next-gen’ filter, which drenches the screen in absurdly over-saturated bloom. Whether you take them or leave them, it’s good to know they’re there.
A look into Metal Gear Solid 4’s control options reveals that the aim view can be made to remember whether you last used the iron sights or over-the-shoulder mode, a feature that considerably eases battles.
As such, options menus can reinvigorate a game and enhance your relationship with it, even if, in the case of MGS4, it might have been helpful to have known about it earlier. On the other hand, a glum tour through Ico’s sparse options reveals that you’ll never be able to centre the screen on your CRT TV, and Second Sight lays bare its bizarre absence of inverted controls – little disappointments that can affect your feelings toward the game.
Sometimes, it’s the tiny details. Geometry Wars: Retro Evolved allows you to restart from game over with three quick stabs at A, emphasizing its ‘just one more go’ ethos. Stranglehold presents its menu over a 3D scene frozen in bullet-time, which sets up the bombastically styled action to follow with the camera swiftly flying over to various contextually appropriate vignettes for each option – a man clutching a mobile phone for ‘sound’, for instance.
SingStar’s menus, as glossy and fascinatingly bland as the lifestyle models who accompany each screen, continually display a guide to what each button does and provides access to a help menu, extending a firm helping hand to get eight-year-old girls and parents in their 30s alike singing along to pop.
Guitar Hero, meanwhile, emphasizes the grungier side of music, with its hi-score tables modelled on the names scratched on a toilet wall, and sound effects based on yowls and clunks from attenuated strums, all to help contrive its distinctive nostalgia for rock.
One of the most annoying UI designs on the XBOX360 is when the game always asks you where to load/store your savegame. Halo3 excels, it assumes you want to use the last device, which is nearly always correct. But other, newer titles like Bad Company and GTA IV bumps you out of the game UI and shows the Xbox blade asking for a storage device. Bad Company ask for storage device on start up (in addition to the archaic "press start" splash screen). GTA IV asks on first save - auto or user initiated.
Why ask at all when the current set-up only has one possible storage device? Why ask the user to choose from a list of one?
The very worst offender I've come across is Cars on the xbox. It's targeted at kids from 3 to 12 (or thereabout) and features one of the most convoluted storage UIs out there. Load game, Select device, confirm load. And on every completed event the same for storage. For kids who can yet read, this is a major show stopper.
Good article.
The Halo trilogy certainly has a great menu system; though, not being able to configure your controls once you were in a game in Halo one was a big flaw. We spent many LAN parties setting up a game, jsut to quit because someone still hadn't set their profile to inverted, and they couldn't do it from within the game. Of course, this was all rectified with Halo2 so that's all good n_n.
The one part of menu design I personally cannot stand is splash screens. Being taken to a screen, just to press X so that I an be taken to another screen is completely pointless. Perhaps if the splash screen is at the end of an introductory movie, maybe; like in MGS or Final Fantasy. But in a game like Battlefield: Bad Company where you go to the splash screen, press X, and -then- watch the intro movie, it jsut doesn't make sense to have that splash screen.
Personally, most menus just get in the way once you have the settings you require for your game. If you do need to have them though then at least let the player skip through them as fast as possible. Call of Duty 4 being a great example. From booting the game to getting into a lobby in multiplayer takes no time at all.
Great article. I find menu design extremely fascinating, and have thought about many of the various designs brought up in this article. Halo 3's simple, yet complex system that lets you do anything you want. Metroid Prime 2's awesome artistic design, yet flawed functionality. I don't know, it just gets me going when I play certain games. The most beautiful menu design I've ever seen was Colin McCrae's DiRT, with its quasi-3D Flash design. It was like watching a movie trailer when going through the menus.
One example I would like to cite is Lumines' menus, where it creates a distinct song when going through the menus. Each menu has its own beat, but they're all cut from the same song. So as you move from menu to menu, you're recreating the song, only remixed. It's amazing.
I enjoy GRID's 3d menu and camera movement around your selections. Visually it is very appealing. I must say that GT5:P menu screen is very beautiful. Very easy to navigate and definitely sets itself apart from other racers.
Another game who's menu system I enjoy is Q-Games Pixel Junk Eden. The start screen is a game itself in which I enjoy. You immediately have a sense of what the game will be like. One other
The last one I will mention is Heavenly Sword. Probably not for how the menu controls but the intro into the menu selection is very unique. Exiting out of the game to go into a monologue with the main character as it transfers into the menu screen is just genius to me.
I have to say, most playable game menus like PixelJunk Eden irritate me (however I love Eden's so far)
One menu that has really stood out is the Half Life 2(and subsequent Valve game) menu. Simple text and tabs overlaid on an in-game scene(or paused action.)
One that drove me insane was DIRT's 3d menu, where you zoomed from pane to pane as you select options. It looked flash but was sluggish and disorientating.
DIRT's menu was sluggish but I must say they definitely improved it in GRID. It's fast and sleek.
For me, the Half-Life 2 menus were cool in theory, but when it takes 2-3 minutes to load the main menu (what with it being a 3D room and all), it gets old really quick, especially when you want to play the game and all you see is that stupid loading textbox for a few minutes.