AT YOUR SERVICE- THE MENU

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Menu Systems are throughly uninspired, by and by. Nearly every RPG falls back to the cookie-cutter border/windows style inspired by the 16-bit RPGs of old. Suppose we wanted to break this paradigm, where does one begin?
At it's core, that's a matter of graphics design, but for anyone wanting to begin to tackle such an issue, the designer must first examine the function of the menu. Well, that's simple enough- In theory, menus are designed to serve the player, cater to their needs, desires and obey their every whim.
But for so long, menus have been limited to boxy backgrounds, a list of commands and maybe a styled pointer. While it gets the job done, as an artist, I am bothered by the lameness of this. At the same time, one is forced to consider the potential chaotic effect an aesthetic revamp could have. So, in such a dilemna, we must find out where the priorites lie.

So:
Which do you prefer, simplicity or style?
Is there anything you find yourself wanting from them, but that menu systems often lack?
What are some innovative alternative system formats that could break away from the norm?

Personally, I find it a bit depressing how unoriginal and over looked menu design is. Menus are your loyal servant, your personal butler, your Microsoft Word Paper Cli- oooh, no- but they certainly shouldn't be so neglected. Let's help them help us. So, how may we be of service?

WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
I am a large fan of menu design. It adds a lot of flavor to RPGs.
KingArthur
( ̄▽ ̄)ノ De-facto operator of the unofficial RMN IRC channel.
1217
I'll take the third choice and say a combination of both: Simplicity and style.

If the menu focuses too much on looking nice then its accessibility comes into question, and what good is a menu if it isn't accessible? If the menu focues too much on accessibility and disregards style in its entirety, some people will no doubt have some kind of personal problem with the GUI.

Thus, a menu should be simple enough for Joe Average to figure out through basic experimentation, and yet should not be an eyesore if at all possible. It's not impossible to have the best of both worlds, especially when an ideal such as this is actually within reach.





also I didn't know... KA posted.... i thought he was just the ghost of IRC past
tardis
is it too late for ironhide facepalm
308
At the risk of gratuitously self-promoting for no good reason, I am going to gratuitously self-promote for a good reason- to promote discussion on this excellent topic.



That's the early alpha design idea I had for the main page of the menu of my current project, The Colony. I like to consider the text itself to be fairly irrelevant, as anything could really replace those options and it would work just fine- this is the main page after all. In this design, the menu is based around a concept of 'ribbons' containing information and options flying onto the blank slate palette (literally) of the stone in the backdrop. It's all very quickly executed (and I do mean very- we're talking 0.1 and 0.2 waits in the eventing) and, I hope, elegant. As the ribbons fly onscreen, they overlap with each other briefly before reaching their final destination where your cursor is revealed. The intended effect is that no time is wasted outside of the main gameplay, while at the same time, the menu is presented with enough flair to hopefully stay interesting most of the time. Each sub menu would involve different ribbons and configurations thereof, and I was also considering using grid systems for organisation of items/other things to break the 'lol list' mold that is so overly prevalent in RPGs of all kinds. As far as the aforementioned image goes, though, i was thinking i'd add another ribbon to the main page to give some quick, easily checked status updates on the party. Something that can be taken in with a glance just before you close the menu.
That's sort of my take on my own personal menu design.

I believe style and simplicity go hand-in-hand. An overly complex looking menu could turn players away, while an overly simple one might bore the player every time it's accessed. Now, all this is fairly dependent on what sort of game the menu is being applied to, but in general terms, I like to think that quick, elegant and simple is the best way to go with a menu, especially where an RPG is concerned.

Is there anything you find yourself wanting from them, but that menu systems often lack?
One of my biggest complaints with menus is how godawfully slow they often are, specifically in RM* games. Timing as a huge problem in many RPG Maker projects (read: waits in mesages) but out of everything, the only thing that pisses me off more than pauses in text are slow menus with 'stylish' fades in and out that take multiple seconds at a time.
Somewhere where I think oversimplicity can leak into an overcomplex menu and wreak havoc is where you have several panes of neo-SNES styled menu in whatever special system you've concocted for equipping... Let's say "orbs" of some kind. Maybe they teach skills or something. You go to equip your orb, and to do so, you have to jump your cursor around through three either very badly labeled or completely nondescript panes. I definitely get confused and lost when situations like these arise, and I've been doing graphic design for years. That's a big problem.
I think that while menus should be mostly utilitarian in nature, they should be just that- utilitarian. Nothing unneeded, no space (or time) wasted. I really could care less how long I've been playing for or how many steps I've taken. If you need a whole full-screen page to tell me my character's status, that's space wasted. One full-screen page to tell me the whole party's status (assuming the party is a nice normal size like 3-6, unlike a game like Diablocide) would be a reasonable use of space and a good distribution of information.
Lastly, I'm always perturbed when menus need to have music. If I'm going to be spending long enough in a menu navigating through this and that to hear more than 5 or 6 seconds of your idyllic little menu theme, I think there's something terribly wrong. Furthermore, it breaks up the flow of music in whatever scene you've just transitioned into the menu from, destroying atmosphere and mood.

Oh, and another thing. Don't use stupid illegible fonts in your menu. Don't use more than two fonts in your menu. Thanks.

EDIT: TL;DR- I REALLY REALLY LIKE DESIGNING MENUS
I'm all for beautiful menu's as long as it stays SIMPLE. A fairly good example of this IMO is Xenosaga's U.M.N. Menu.

http://www.youtube.com/watch?v=3pa03onGO6U

The execution and design was really well done. It felt more like a personal handheld computer rather then your typical blue rectangular menu. The bunny, or the menu's guide, at the side sometimes hold conversations with the protagonist regarding emails and other things...

Too bad the game didn't really expand on that aspect. With some experimenting they could have gave the menu an actual personality of some sort. Yeah a menu that could talk back to me and poke fun at would be icing on the cake.

Other Idea I Just thought of:

-A menu screen that periodically scrolls through various information; Giving interesting knowledge about the games world, it's people, monsters etc.. all while customizing your characters. It could work.. if you have the room. :P
Feel free to correct me, but I think AmethystStorm is talking about breaking away from typical menu design. The above menus don't really do that, other than looking unique to that specific game. They are still menus with a background and some commands listed. They look really good, but I don't think this is what he meant (you can correct me amethyst if needed).

Two examples of games that I think break away from typical menu design are Dead Space and the Metroid Prime series. These games do a good job of integrating the menu with the actual protagonist of the game, which adds a lot. It makes it feel like that actual character is controlling the menu, rather than the player with the controller in their hand.
I was thinking about menus while skimming the topic and found this
g, the only thing that pisses me off more than pauses in text are slow menus with 'stylish' fades in and out that take multiple seconds at a time.

So very true it is indeed.

I like simple fast menus that get things done. In certain strategy games one I like is the right-click-menu. Right-clicking gives you a popup menu with all the stuff might want to do. I'm also sort of fond of the on-screen menu. Where at a specific point of the screen the menu sits there waiting for you to issue commands to it. You see this in a lot of games. Ranging from RPGs to strategy games.

The downside to the on-screen menu in actiony games is of course that you have to change your attention to the menu in order to do something in it while stuff is happening above. (something that is usually modified with hotkeys or not actiony games)

I mean in all honesty. Why does the menu always have to be a new screen? Having quickslots for healing items or whatever stuff will cut down a lot of time browsing menus. You can always go indepth for the "once in a thousand hours" things. But things you mess around with constantly should usually not be more than a button press away. (two max)
Craze
why would i heal when i could equip a morningstar
15170
post=110338
Two examples of games that I think break away from typical menu design are Dead Space and the Metroid Prime series. These games do a good job of integrating the menu with the actual protagonist of the game, which adds a lot. It makes it feel like that actual character is controlling the menu, rather than the player with the controller in their hand.


The World Ends With You does this. The menu is Neku's phone and has all sorts of funky sliders and menus to push and pull, as well as a phone-like keypad that you literally touch (hey a DS game with menu buttons that are big enough to push!). You can even customize the music that plays in the menu.
The menu used in my game is as follows...

|=============|============|
|------ITEMS------|-LV1 SPELLS--|
|-------------------|------------------|
|--QUEST ITEMS-|-LV2 SPELLS-|
|=============|============|
|---WEAPONS---|---RECORDS---|
|-------------------|------------------|
|-SPC.WEAPONS|---BOSSES----|
|=============|============|

The RECORDS section was rather added for a space-filler.
I don't know if this is too confusing or not, but the player uses the arrow keys to navigate the menu. It opens in the ITEMS + QUEST ITEMS section, then goes right or down from there.
If we're talking about menu design, I'd like to see more effort put into reducing the number of button pushes in battle menus. I wish more games with a static Attack/Skill/Item/Other setup took notes from the Lufia battle menu - that can get you four or five options much more quickly than scrolling down a list.
So what I'm hearing is firstly- speed. I agree.
I haven't had many problems with that in my own experience with games, RM or otherwise, but imagining what it would be like does pain me.

But aside from just the system's responsiveness, the issue of human input speed arises as well.
Indeed, especially in battles, it can be quite annoying to have have to press around 20 buttons to find the skill you want. With the DS's touch screen, that problem is easily negated, but given RM's limitations, how do we get around this?

Following what Shinan said, the first solution might be to assign hot keys. Then the menu is only required to set those up. This is actually a key idea for any menu- That the menu should Customize, not Command

Functionality aside, however, relating back to the design, simplicity in design does need to come first- otherwise the menu is entirely useless.

As for the concept of the menu, we seem to want the menu's design to relate to the game- such as in the phone, or the character using the menu, as opposed to the player.
Presumably, this is because menus break the fourth wall and step out of the game. They murder any intensity or suspension of disbelief for necessary functionality, so it does stand to reason that the line between playing a game, and living the story needs to be blurred.

In the menus listed above, they manage to do this- I feel like The World Ends With You's phone menu is an excellent example.
But, it occurs to me that all of those games are modern/futuristic- making this technologic scene of lists of commands and such a very real item of those settings.
In the case of fantasy RPGs, which are a strong majority, how can we blend such things into those worlds?

First thing that popped into my head was Persona 3/4 :o
In RPGs especially I would say simple and FAST trumps artistic and clever 9 times out of 10. If you can make it stylish, simple AND fast then by all means go ahead. When making a menu ask yourself: If I have to stop and access this once every 3 minutes will I hate it?
All important/frequently requested information (like, party health) should also come up when you open the menu, you shouldn't have to go digging in sub menus for it. Also supporting what bobthebobish said: Shit should be quick.

Example of what not to do: There was some 2k game where you push the button to open the menu and you got a show choice: Open Main Menu (which you want 99% of the time and does everything) or open a Quest Log which had a one second fade out then a one second fade back in. I quit over something this shitty. I don't remember the game name but I think it was the one with pixel sex in it
post=111217
Example of what not to do: There was some 2k game where you push the button to open the menu and you got a show choice: Open Main Menu (which you want 99% of the time and does everything) or open a Quest Log which had a one second fade out then a one second fade back in. I quit over something this shitty. I don't remember the game name but I think it was the one with pixel sex in it


I forgot to bitch about this in my review for it. Yeah, pre-menus are a huge no no.
As long as I can read/navigate through a menu screen, I'm good. It really doesn't have to be anything fancy. I am hardly ever impressed by screenshots of menu screens. I just can't get excited about menus.


Though, the menu screens in Until My Finest Hour were reeeeeeeeeeeally good. That entire demo was, actually, too bad it was never finished... It had an enormous amount of potential (the opening is still my favorite opening to an RPG2k/3 game ever).
How about no menus at all? Is that too mindblowing?
I like the idea of no menus, but it is hard to see how it could be done. I'm a sucker for innovation though, so it is something I would like to try or see done at some point!

As for changing menus, I have a hard time imagining how radically changing menus can be done while still making it a menu. A menu is a menu, after all, it is there for a purpose and if you eliminate that purpose then maybe it is no longer a menu?

Going back to the no menu thing, I guess the best way to do this would be some kind of an alternative to a menu. I can't really imagine what that would be, but maybe that is something I will think over.
post=110311
...But for so long, menus have been limited to boxy backgrounds, a list of commands and maybe a styled pointer. While it gets the job done, as an artist, I am bothered by the lameness of this...

I like simple or standard menus because I know what the hell to do. I'll get sick of a game very, very fast if the menus are all artsy and bewildering.

...Personally, I find it a bit depressing how unoriginal and over looked menu design is...

I usually stick with a standard menu design with themes matching what I want. However, I spend a very long time trying to get the menus as usable as possible. I spend more time on the HUDs and displays in the game because the player needs to look at information very fast without straining their eyes, and the display has to also add to the feel of the game.

Now, for any of you who's played any of the Donkey Kong Country games, they had it right. Stuff you needed to know was usually off-screen until it changed. The idea is simple, icons and numbers, but it matched the style of the game and worked just right.

In super smash bros., note how your damage % flickers when it changes and the stock icons flash when you lose them. Look at how the health bars in some games have an animated, draining red segment to illustrate just how much damage you took. The UI designer of the SIMs completely re-designed their control menu every single time they wanted to add something. All these little things actually matter and you miss them when they are not there (at least I really do).

post=111324
...
I forgot to bitch about this in my review for it. Yeah, pre-menus are a huge no no.

I really hate these too. I try to shorten the paths to the most commonly used functions of a game to single strokes while trying not to require too many different keys/buttons to remember.
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