I agree with this, and I especially appreciate the efforts some games have made in removing that immersion-breaking moment when the pause screen comes up. Dead Space and the most recent version of Alone in the Dark both made you shuffle your inventory around in real time, while hungry monsters had the option of nibbling on your naughty bits. Shadow of the Colossus (or was it Ico? had a very minimal UI and seemed angry when you paused, simple static indicating that the action was frozen.
I played Mass Effect (the first one) and Fallout 3, and in both games spent too much time navigating through menus, managing equipment, clothing, and other items.
It never really bothered me. It's part of the game.
Just my two cents here.
It never really bothered me. It's part of the game.
Just my two cents here.
Hey man, good post. Completely agree with your observations.
If you get a chance check out Far Cry 2. The map was really integrated well into the game, thinking on it now I wish Red Dead had used a similar type of immersive map.
If you get a chance check out Far Cry 2. The map was really integrated well into the game, thinking on it now I wish Red Dead had used a similar type of immersive map.
I have to agree that the menu can be really jarring when it comes to the flow of the game, but I think it will be continued to be used in games for a long time. This I believe because it is efficient and while it is possible to make it less intrusive it is much easier for a developer, especially one working on a really ambitious title, to make a simple but effective UI so that players have to spend as little time as possible in it. I do however appreciate games like Dead Space and Demon's Souls that don't stop for anything.
Wow, total brain fart on the whole missing out on what Dead Space did with its inventory screen, that too was really refreshing to see a developer take that much care on such a seemingly insignificant part of a game.
Phantasy Star Online has my favorite menu screen ever. The game screen shrinks and action continues while you can both move your character and navigate to the gear or spells you want to use.
Demon's Souls had a great menu for other reasons. It looked extremely outdated which was classy in such an oldschool-hard adventure game. It didn't have a map and didn't pause the game, so you didn't want to be there when you were in the thick of action. In-game commands have you covered for basic equipment swapping tasks and such, so it wasn't terribly detrimental to gameplay.
Demon's Souls had a great menu for other reasons. It looked extremely outdated which was classy in such an oldschool-hard adventure game. It didn't have a map and didn't pause the game, so you didn't want to be there when you were in the thick of action. In-game commands have you covered for basic equipment swapping tasks and such, so it wasn't terribly detrimental to gameplay.

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