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Best examples of video game UI design?

RedSwirl

Junior Member
A lot of people talk about how one game's UI sucks or how a console's UI is terrible, but I almost never hear about games with really good UI. I never hear them called out as examples other games should follow.

For consoles the only thing I can think of might be the original Xbox 360 blade UI. I first bought a 360 long after the blades were gone, but a piece of that old UI still exists in the home button menu, which is probably the best way to access most content on the 360.
 
Halo: Reach comes to mind. Bungie is really good at making their interfaces look fantastic.

Halo-Reach-Beta-Menu.jpg
 
No UI while playing is the best UI.

That's why i love Dead Space UI. And that's why i hate it in most Zelda games.
 
Halo: Reach comes to mind. Bungie is really good at making their interfaces look fantastic.

Halo-Reach-Beta-Menu.jpg
Yup, this is the first thing I thought of. Had a few minor functionality issues, but otherwise it was fantastic.
 
I could have sworn we had a very similar thread just a few months ago...

But anyway, it seems the UI for Ace Attorney: Dual Destinies is a significant improvement from earlier entries (which were serviceable in their own right already). That's good for me.

Also, the menu interface for L.A. Noire was pretty fancy. Too bad about the game.

Oh, and Sakurai has his UI design down to a science. You can spot his influence from a Pokemon league away.
 
Metro series is a fantastic example of this. Information available when you look for it but the actual on-screen ui is extremely minimal

I didn't enjoy Metro 2033 that much, but I liked that practical approach regarding the UI, it fits very well with the vibe of the game, the scarcity of munitions and stuff.
 

You're joking, right?

All-Stars is like looking at a bunch of menus someone whipped out in an afternoon in MS Publisher.
Plus, it doesn't even seem to completely care about the players decisions.

The game's 8 months old now, and every other match I play online, the game *forgets* what character I picked at Character Select, and just pretends I picked "Random" instead.

How is a bug that keeps you from being able to play as the character you've selected not worth a high-priority patch? In a FIGHTING game?
 
I really love the black ops 2 ui, when it isn't being slow. It's absolutely amazing to use. Also, the PS Store design looks great, also slow and hindered by lack of RAM, like the BO2 UI and XMB. The NXE as good at the time, as was the UI seen in the FF versus XIII trailers. I like some of the modded Oblivion UI's - Darnevan I think one was called.

The Runescape 3 New interface alpha is absolutely brilliant too. Everything is scalable, customisable, removable and stackable.

LYF0LhB.jpg
 
Most game and console UI design is terrible, that's probably why so many people talk about that.

We have decades of experience designing good UIs, but somehow, all that knowledge usually gets thrown out of the window when it comes to games. Or game-related applications even, see Steam.

If I had to point out an example of good UI, I'd go with SkyUI:
It realizes that we know how to build an interface for managing lists of items, and uses that knowledge to create a modern and functional interface which is sortable, searchable, filterable and categorized.
 
Depends on the genre, really. Call of Duty UI wouldn't work well in Mirror's Edge, or vice versa. Halo 3: ODST had a good vibe to it. Hitman: Blood Money probably has the worst UI I've personally experienced.
 
Not if you're missing out on vital info.

I like games where the vital information seeps into the game world. You know, like the AR in Halo showing how many rounds you have left, for example.

With things like the speaker in the DualShock 4, and connected devices, etc... hopefully this will continue. It's more intuitive, and a hell of a lot more immersive.
 
Booted up Dota 2 for the fist time this weekend. Thought the design was fantastic. Not much experience actually using most of the UI though, curious about others' opinions on it.
 
Most game and console UI design is terrible, that's probably why so many people talk about that.

We have decades of experience designing good UIs, but somehow, all that knowledge usually gets thrown out of the window when it comes to games. Or game-related applications even, see Steam.

If I had to point out an example of good UI, I'd go with SkyUI:

It realizes that we know how to build an interface for managing lists of items, and uses that knowledge to create a modern and functional interface which is sortable, searchable, filterable and categorized.

Is SkyUI still good if you play the game with a 360 pad?
 
I've heard good things about Dirt 3's UI design.
You heard wrong. Takes ages to get through them. So much fluff and waiting around listening to assholes talk about how your pretend career is going and all the magical things you can do in the menus. It's like the menu itself has a tutorial. (which you can not skip)

Looks pretty but way over developed.
Functionality over form. The less animation the better. I hate stuff like Dirt 2's menu https://www.youtube.com/watch?v=uhZRcg8uKCA
I feel like this is one of those things that snowballed. Codemasters has been praised time and time again for their menu work in reviews. Especially for Dirt and they just poured more money into it thinking it was important.
 
GTA IV, so minimalistic yet shows the important information very nicely without being in the way or blocking too much of the screen.

The phone works pretty well too. Just sucks the map and the game menus are so damn clunky.
 
Is SkyUI still good if you play the game with a 360 pad?

Yes, still works much better than the default menu. The only difference of course is that using a mouse is faster, but you can skip by page using the triggers with controller instead of going through each item
 
Is SkyUI still good if you play the game with a 360 pad?
I hear people prefer it over the default (which is not huge praise), but it's really designed for kb/m IMHO. I guess the sorting and categorization are usable with a gamepad, but the text-based filtering is my favourite feature and that only works with a keyboard.
 
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