Just as games have a complex relationship with menus, so do their players. For all that they might sidetrack attention from what they’re designed to facilitate, they can be alluring in and of themselves. Metroid Prime 2’s are, from a practical point of view, fiddly and sometimes hard to understand, since options are represented by balls on the ends of lines that radiate from a central point. But they’re accessed through rotating the stick and have satisfying momentum, sub-menus smoothly swooshing in and out.
The Metal Gear Solid series’ menus are remarkably extensive and visually refined, a blend of hard-angled futuristic and Helvetica-like fonts accompanied by subtle animations and sound effects. They also contain many extra little playful details, such as full 3D models of each item in MGS4, the 3D X-ray view of Snake on MGS3’s cure screen, and the many Easter eggs, including getting Snake to vomit if you spin him around.
Similarly playful is Katamari Damacy, which casts off the convention of presenting menu options as text by having the Prince wander freely over a series of planets, the player having him walk up to a house and pressing X to load and save, a tree to view all the items collected, and a woodpecker to adjust the audio. It also offers a smooth transition into the levels themselves, which are also graphical elements on the planets’ surfaces. Along with Lego Star Wars’ Cantina hub, which also displays the spaceships formed by collecting hidden objects in the levels and characters unlocked so far, it’s an idea that echoes Super Mario 3’s overworld – presenting a richer form of interaction than flicking through abstract text choices.
Naturalizing the menu into the gameworld is a concept that games are getting increasingly sophisticated at realizing – it is, after all, what lies at the heart of the open world: it’s the interface to your game. GTA’s use of certain locations to act as functions to manage the game is now familiar to all, and now a variety of separate genres have tried using the same convention – racers Burnout Paradise and Test Drive Unlimited, and Hulk: Ultimate Destruction and Spider- Man 2 among thirdperson action games. 
Criterion, with Burnout Paradise, has paid particular attention to the way its menus work, perhaps to atone for the crimes committed by Burnout 3’s interface, with online functions accessed with the D-pad through a discrete menu in the lower left area of the screen without pausing the action. It’s a design that simultaneously promotes the game’s online component and ensures that the flow of play never breaks. That flow is also never broken by the need to load or save – the game automatically saves and starts with the car you last used at the last junkyard you visited, meaning that players rarely need visit the decidedly more clunky start menu.
Eden Games’ recent Alone In The Dark, meanwhile, dispensed with a Resident Evil-style inventory in favour of its hero’s coat, with the camera diving down to give access to it in real time. But though it fits into play more smoothly and credibly than a separate menu, it highlights the problem that finding ‘real-world’ solutions to gaming problems can make the game more awkward. Burnout Paradise’s races are found at different junctions around its city, requiring a journey to access, while, in usability terms, AITD’s coat is simply not a good interface to equip, combine and administer a game’s inventory.
Such attempts at transparency are not a new idea – the flow of play in Super Mario 3 is still far smoother. Rather, it’s an art that games have had to re-learn and develop since they became so complex, and it’s something that requires a lot more learning. The fact is, few modern games can get away with eradicating options menus and game information.
The elegant solution posed by Race Driver: Grid is to make them a physical part of the world. Text for the main menu hangs as 3D objects in the atmospheric garage that forms the base for career mode; selecting options causes the camera to swoop over to a new part of the room. To manage sponsorships, it moves over to your car, with its decals immediately reflecting each change you make; to start a race event, it goes to a glass-topped case; events already won are covered by a trophy. Once on the track, driver names hover over the cars during the opening flypast of the starting grid. There’s no attempt to curb or hide away the interface here: it instead has better continuity with the game, making its appearances markedly less jarring.
And then there’s the other way of doing things: honing and perfecting the interface and menus into sublime experiences in and of themselves. Fire up an EA Sports game and you’re immediately struck by the special balance of practical usability and inspirational aestheticism at which EA is so adept. The publisher employed Schematic, a design house that worked on the computer interfaces of Minority Report, to create the branding and menu system in NBA Live 07, which features a dynamic blend of a 3D player in a floodlit hall, overlays of bold text and skewed arrays of team badges, all accompanied by carefully selected licensed music.
But it’s the Halo series that really shows what game menus can achieve. The original Halo streamlined the save/load system with the simple command ‘save and quit’: no more hunting for the save slot, easy for all. We have Halo 2 to thank for creating the party multiplayer system, a way of gathering a bunch of players that stays together through an online gaming session, as well as functions that directly inspired Xbox 360’s essential Live capabilities – seeing what friends were playing while in-game, sending party invites and initiating voice chats. And though it was complex and offered deep customization, it remained simple and flexible to use.
Halo 3 extended the party concept further, making it the basis for access to each of its five game types, even when playing alone. The effect is to make Halo 3’s online component a transparent and intrinsic part of the game, allowing remote players to join any session without the host needing to revert to a main menu and hit the multiplayer option. And though it’s even more functionally rich than Halo 2, adding custom maps, file shares and a whole lot more to the mix, it’s even easier to navigate. Halo is all the proof you need that menus need not be assimilated smoothly into the game to be a valuable component of the experience.
Halo 3 credits two people with its interface design: two people on the team dedicated to something that isn’t actually the game itself. It shows how the best developers invest much effort in the dowdily administrational sections of their productions: they know that no one wants to jump over hurdles to get to the fun part. And, certainly, they’re learning how to better present the reams of new functions and features that today’s games possess.
But whether there’s an ideal approach – whether to perfectly integrate interfaces into the game so that you never notice them, or to polish and craft them into sharply efficient systems that operate strictly outside play itself – is probably irrelevant. If they can strike that special balance between quietly serving up the game and being a pleasure to use then, whether we acknowledge them or not, they’ve achieved their goal.
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.