PDA

View Full Version : Menus - Play it? or Click it?



Bonezmann
22-06-2009, 02:44 PM
Well, as some of you know I'm busy making my first 3D game. However, I'm stuck at the menu and I have 2 main ideas

Play the menu

You control the main character to one of the options (start,load,options, etc.) and make it stand on said option. Pressing enter selects the option, Also optional is a holographic description of what said option does. (in this case the options are 3 podiums)

Click the menu

This is the traditional point and click menu, you hover over the podium with the mouse and click to select an option(with optional holographic description)

Which one sounds better? I can't seem to decide. I'll add a poll for an accurate result and will post a screenshot tonight once the menu design is finished. :) as always your comments, suggestions and questions are welcome.

AndrewJ
22-06-2009, 03:49 PM
Both. Let the user play the menu, until they get tired of it/the novelty and then let them click it. Let the user do both dude...

Bonezmann
22-06-2009, 03:59 PM
Hmmm, never thought of that. It'll be a lot more work than just making one though, so lets change the question to "which should i do first?" :D

Bonezmann
22-06-2009, 05:55 PM
Here is the screenshot I promised, it's just a 'quick-shot' I took from Milkshape 3D.

http://i306.photobucket.com/albums/nn254/Hirok99/game_menu.jpg

Fengol
23-06-2009, 10:50 AM
I have to agree with AndrewJ, provide both. If you can, check out how Psychonauts implements the same thing. Raz runs around a brain with doors onto which he opens to start new games, load, quit, etc or hitting Escape brings a menu with the same options.

Ramperkash
23-06-2009, 05:31 PM
Hmm, I agree... but if you can only implement one, I suggest a good balance between the two.

You can argue that the simple point and click menu is a "play it menu" albeit a very simple one, and not necessarily related to the game. Psychonauts is a good idea to aim for.

Basically, you want the user to enjoy the menu, but not have a hard time (or take 10minutes) just to get to "start a new game". You can also look at Braid, it's a "play it menu" with tiny puzzles incorporated into it, without slowing the game down.

I'd say: Make a "play it menu" and then ask for feedback.

AndrewJ
23-06-2009, 10:20 PM
Ramp, does Braid = http://braid-game.com/ ?

Tr00jg
25-06-2009, 11:41 AM
If you implement a "play-it" menu, I believe the benefit to the whatever part of the game (gameplay, story) should be significant. If it hampers (gets irritating) the user from getting into the game, then it should be reconsidered. It could also be used to make the player used to the controls before delving into the game. If the play-menu is there, just because you can, just for fluff, its useless.

Bonezmann
25-06-2009, 02:30 PM
Thanx a lot guys, I'm doing both, but it's quite some work. :)