FEATURE

Secrets of Great Menu Design

Edge Staff's picture

By Edge Staff

July 30, 2008

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And yet console games have an uneasy relationship with menus and option screens. PC games have always had them in spades, surely a nod to the tinkering nature of their traditional users, but pre-PS1 console games would routinely offer only the barest systems.

Many of Nintendo’s NES classics had nothing beyond the choice of a one- or two player game and a pause screen. Even when things started getting complex, such as when Super Mario 3 allowed players to take their own route through its levels, it elegantly sidestepped the mundanity of level select screens by having Mario walk through a map of the Mushroom Kingdom. It was a conscious refusal to take on any element that distracts from the game itself: if the idea of a console game is about plug and play, then menus are surely anathema.

But it wasn’t always to be. By Super Mario 64, which provides level selects, save management and an options menu, it was clear that an entirely streamlined approach had become impracticable. Console games were becoming more complex, their structures less linear, their mechanics and controls more extensive, and players were beginning to expect the option to switch music off or change button configurations. Perhaps that’s why console game menus are so often awkwardly incorporated into play.



Resident Evil’s inventory screen is a case in point. Styled as if it were some high-tech piece of STARS equipment, it sits somewhere between being an integral part of the game like Civilization’s city administration screens, because it’s where you manage the inventories of Chris and Jill, and being an obstacle to it. Apart from supporting various incongruous actions that would otherwise be carried out in real time, such as gun reloading, the need to continually switch in and out of the screen to equip weapons and use items breaks the flow of play. Even Resident Evil 4, which cast off so many of the series’ irksome conventions, didn’t manage to get rid of it.

And then there’s Metal Gear Solid. As it happens, neither MGS nor MGS2 feature in-game menus. MGS smartly integrated the inventory into play by using two cycling menus mapped to the lower shoulder buttons and a codec-based save system, a feature that has persisted right through to MGS4.

But MGS3 added various new features, ostensibly to give a credible impression of survival in a hostile environment – inventory loadouts (based on the weight of equipment), wound treatment and camouflage. Without spare buttons to handle the controls for such mechanics, they all require visiting the in-game menu. With the need to change camouflage extremely frequent, it meant that at those moments when the tension was highest players had to pause the action to look for a menu option. That it shared a menu with a game settings option was similarly odd – you might have assumed that a game asking you to ensnare the local wildlife to keep your character’s stamina up and cure his ailments would do all it could to conceal the nuts and bolts that were behind it all.

Torbjorn.Caspersen's picture

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.

Brendan_Keogh's picture

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.

toptrumps's picture

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.

cronotrigger913's picture

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.

tirminyl's picture

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.

EddieC's picture

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.

tirminyl's picture

DIRT's menu was sluggish but I must say they definitely improved it in GRID. It's fast and sleek.

cronotrigger913's picture

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.