Kill All Menus

September 23, 2005

I’ve recently been listening to some of the GDC 2005 presentations. While listening to Molyneux’s speech about ‘The Movies’ I heard a statement that I’m starting to hear more often. It went something like “I was playing an early build of the game and realised I was spending too much time navigating through menus”. Firstly I believe this shows a poor design as it should have been obvious from the initial design doc that most of the game was going to be based within menus, and if this isn’t what was intended, it should have been fixed back at this early stage. That aside however, I have a problem with what most people in the industry tend to do next. Molyneux’s solution to this problem was almost identical to Mark Skagg’s solution I heard for Battle for Middle Earth (BfME) at E3 last year. The solution was “To completely remove the menus”. Both guys loaded up the game and proudly showed a 3D scene with absoultely no menus.

To me, this is an issue. While I agree that sifting through menu’s is not what I generally call ‘fun’, I think moving to this polar opposite is actually counter-productive. Menu’s are good at doing a number of things, and if games use them correctly they can be extremely powerful without bogging the user down. When a designer decides they want to remove all menu’s from the game they are actually making life more difficult for the user. In BfME it meant every time you wanted to build a unit you had to move the camera all the way to your base, click on the small spot for the building and then find your way back to what you were originally looking at. Rather than completely removing the usual build menu from the bottom of the screen, why didn’t they use a system similar to Battle Isle: Andosia War. This game had one small icon for building, you clicked on it and it brought up a slightly larger menu where you could select the buildings to create. This way you still have the speed of a menu, however it doesn’t take up 1/8 of the screen as most menu’s do. Another option would be to have ‘hot spot’ buttons at the bottom of the screen. Each area of interest would have it’s own ‘hot spot’ button, such as your base, the enemies base or the latest game event. One click on the ‘base’ button would jump you to your base, another click on the base button would jump you back to where you were originally. Having a few small, unobtrusive buttons or menu’s will make the players life so much easier without them getting bogged down.

In contrast, I made a similar comment to the first one above when designing CIC. I believed that in a lot of 3D games today, players spend too much of their time in a 2D representation of the game world or a screen full of icons representing different game objects. In Homeworld 2 I (and most people I know) spend most of their time in the zoomed out tactical view. Due to it’s design the player is not looking at glorious 3D models of ships, but instead looking at icons representing each of their ships. You can’t find out the health of individual ships nor the direction the ship is facing. I decided I wanted players spending most of their time looking at the 3D view of the game which showed not only a 3D world, but 3D ships and objects so they could have good situational awareness all the time, without resorting to icons and other 2D representations. A game like Hegemonia did this well as all units were visible in the main view. This looked a little weird with ships being the same size as planets, however I think a hybrid of these styles will work really well.

Only time will tell as to whether my ideas are going to work, however I’m excited to be stepping out of the mould and trying something new. If you have any thoughts either way on this please let me know.

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  • Mr WC

    I haven’t yet played BfME (as it just isn’t a priority for me) but what you say sounds painful. For muyself, I’m much more partial to an unobtrusive menu that ‘sits’ on the right mouse button. That is, you click and the menu pops up at the point of the icon. From here, the player can go into a build menu or whatever other menu the game may require. It could be radial, or it could just be a standard rectangular style. I think this gives a bit of ‘best of both worlds’ but also perhaps ‘master of none’ – I wuld say balanced.

    I generally agree that removing all menus is a bad idea, especially for a game like ‘The Movies’. Although, that said I think that particular game is going to have far greater problems than menus, like how to build a decent movie. For one, the characters don’t even have lip synching – actually, in many ways I think it’s a nice idea, but the tech just isn’t there yet. But I digress.

    Take blizzard games for example, for the type of game Starcraft is, I think it’s menu system is fat and bulky. In fact, if you don’t know the shortcut keys you’re going to get severly owned if you play against someone that does. However, the other good thing about menus is that you don’t -need- to know the shortcuts, it makes it easy for the player to get into it, and a lot of people are very visually bias so menus work for them.

    Yeah, the polar opposite of menus is probably A Bad Thing(TM). Of course, it depends on the game somewhat – Mario 64 doesn’t need menus for example.

  • http://www.blogger.com/profile/3513580 Doolwind

    Hi wc,

    I agree with the menu ‘sitting’ on the right mouse button. I really liked the way Neverwinter Nights did this, however there still needs to be limits with how complicated these menus get.

    Mario 64 (and most console games) don’t need menu’s as navigating them with a controller is annoying and counter-intuitive. I’ve been playing Farenheit recently and it has a really interesting take on the input. By moving thumbstick in particular direction or shape (like a U shape) you will select different options for the character to do. This works really well and allows you to quickly make any of up to 5 choices without navigating through menu’s.

  • http://www.doolwind.com/blog/?p=52 Doolwind’s Game Coding Journal » Blog Archive » Good Game GUI Design

    [...] [Edit] For my blog on why trying to remove GUI’s completely is a bad idea, go here. [...]

  • http://www.starcraft2systemrequirements.info System Requirements

    So when is starcraft 2 coming out anyway. Any mention of starcraft ruffles my feathers, I hate late games…Sweet blog though, keep it up!