It’s time for the second ever weekly discussion topic, everyone! Before we continue, I’d like to thank everyone for all the interesting engagement we got on the last post. I was unsure if anyone would even comment at all, so seeing it be so active was really nice. Anyway, let’s get to it; this week’s discussion topic is Game UIs.

A UI (User Interface) is something that everyone should be familiar with nowadays; It is the visual and tangible way that we interact with computers, whether that be games or other programs. Specifically in relation to gaming, the UI represents the HUD (Heads-Up Display), the menus, and other things like status bars and dialogue boxes which all fall under the general term “UI”. (This discussion was actually originally just going to be about HUDs, as it is the UI element you will be seeing the most in a lot of cases, but I thought to expand it to encompass all elements as they often go hand in hand.) UIs can range from minimalistic to works of art in their own right, depending on the type of game and the design philosophies of the UI developers. A good UI should be easily navigable for the player; ease of selecting different options, clear display of critical information, and minimal confusion as to what any given button or toggle will do. The amount of information that must be displayed by the UI can range from minimal in a puzzle or traditional FPS game to massive in a simulation or a strategy game. It is an aspect of games we play that many don’t give a second thought to, but is very important for both accessibility and style.

Here are some questions and subtopics that I encourage people to discuss:

  • What games have you favorite UIs? What about specifically favorite HUD, or favorite main menu?
  • Do you prefer more stylish UIs or more utilitarian ones? What games have a good union of form and function when it comes to this?
  • How much do you value the customization of the UI? Do you often find yourself fine-tuning the HUD and other elements in games that allow it?
  • Do you prefer maximum information conveyed by the UI, even if it’s at the cost of easy readability?
  • When toggling subtitles, should the options for it be under Audio Settings or Video Settings, or its own category? (This single specific question has been a raging debate for many years in gaming circles.)

Also feel free to bring up anything you like related to the topic! If you have suggestions for future discussion topics, leave them in the suggestion thread.

Additional Resources
  • @Djennik@lemmy.world
    link
    fedilink
    English
    5
    edit-2
    1 year ago

    Another issue I had with exoprimal (besides having only 3 maps and one gamemode, the mtx clusterfuck) was the UI. It was all over the place both in-game and in the menu’s. No idea where to look for.

    V risings build menu was tedious as well. Putting everything in one big line made finding your pieces and their variants hard.

    On menu’s: I don’t mind a few more clicks as long as the information is found intuitively and is clearly presented. Don’t try to reinvent the wheel. What I do like though is presenting them in an immersive fashion like metro exodus or an oldie: medal of honor multiplayer.

    I think age of empires did a solid job of giving you the information you needed. Even as a little kid I understood what I was looking at.

    • @Justdaveisfine@lemmy.world
      link
      fedilink
      English
      41 year ago

      Yeah I love those diagetic menus/UI elements.

      I don’t care if flipping out a lighter is necessary to see what your objective is on a notebook, it just feels better than scrolling down a quest log.