Follow TV Tropes

Following

Context Main / VideogameInterfaceElements

Go To

1[[quoteright:350:[[VideoGame/FinalFantasyI https://static.tvtropes.org/pmwiki/pub/images/ff1_screen_info.jpg]]]]
2
3->''"That's it. Game Over man, Game Over!"''
4-->-- '''Corporal Hudson''', ''Film/{{Aliens}}''
5
6Unlike noninteractive media, video games often require that incidental information be immediately available. Video games use a variety of mechanisms to present this information. Likewise, they have many kinds of commands, and different ways of accepting them. See also InterfaceScrew and InterfaceSpoiler for some metafictional uses of the interface.
7----
8!!These elements include:
9
10[[index]]
11[floatboxright:
12Sub-categories:
13+ StatMeters
14]
15
16* ActionBar \
17A UI element consisting of a box or strip of icons (or menu items) corresponding to actions which can be performed.
18* ArmorMeter \
19Graphical display of how much armor the player has, if any.
20* ArmorPoints \
21Numerical display of how much armor the player has, if any.
22* AttractMode \
23Animation that plays when no one is actively playing the game.
24* BorderOccupyingDecorations \
25Purely decorative things meant to occupy the game's border due to the gameplay screen not being enough to cover it fully.
26* BossButton \
27Deceives superiors and coworkers as to what the player is ''really'' doing on company time.
28* BossSubtitles \
29Where the boss is introduced with a big show of its name and a title or descriptive line.
30* BossWarningSiren \
31A boss is introduced with a warning siren.
32* BreakMeter \
33A usually graphical display that shows how close a character or enemy is to being "broken", a state where they will be more vulnerable to attacks.
34* CharacterModelKarmaMeter\
35Your character's appearance is determined by whether they've been good or evil.
36* CharacterNameLimits \
37The player's name can be only so many letters long.
38* ColorCodedElements \
39Every magical effect has a color associated with it, allowing the player to tell at a glance which element a given ability is.
40* DiegeticInterface \
41When the game interface exists in-universe, rather than being strictly for the player's benefit.
42* DramaticDisappearingDisplay \
43During a climactic BossBattle or event, the game's display (showing Score, the Life Meter and such) vanishes, leaving a completely unobstructed view of the game area.
44* EmoteCommand \
45A command in a multi-user game that depicts an emotion or personal action.
46** EmoteAnimation \
47An animation that triggers during an EmoteCommand.
48* EnemyDetectingRadar \
49A radar-like display that shows the locations of nearby units.
50* EvolvingTitleScreen \
51A video game title screen that changes to reflect the player's in-game actions and achievements.
52* ExpressiveHealthBar \
53The game provides a visual indication of the player's stamina.
54* FactorBreakdown \
55An easy way to check the various factors that affect a final result for something like a stat or resource.
56* MediaNotes/GeneralGamingGamepads \
57The usual types of controllers used with video game systems over the years.
58* HollerButton \
59Pressing a button to call {{NPC}}s over.
60* HotBar \
61A row of user-configurable buttons, usually located near the bottom or top of the screen.
62* HeadsUpDisplay \
63A device which projects supplemental information onto the surface reflection of a transparent panel.
64* IdiosyncraticMenuLabels \
65A common video game interface function that is given a different name in an attempt at immersion.
66* IdleAnimation \
67The animation that is displayed when a character, especially a player-controlled character, is just standing around.
68* InterfaceScrew \
69When the game unexpectedly changes the interface to mess with the player.
70** IntoxicationMechanic \
71The player character consuming drugs or alcohol hinders the player's ability to play the game.
72* InterfaceSpoiler \
73When the way an in-game menu is constructed gives away details about the rest of the game.
74* KeywordsConversation \
75A dialogue mode where the player inputs keywords to elicit a response from the NPC.
76* LevelMapDisplay \
77Overlay that says "You are here". May also double as EnemyDetectingRadar.
78* LightGunGame \
79A video game that uses a controller shaped like a gun.
80* LoreCodex \
81Information relating to the world or characters, locations, and creatures inside the world, is all gathered in one location for players to review.
82* ModelMuseum \
83A menu or room dedicated to freely viewing models from the game.
84* MyNameIsQuestionMarks \
85When the name of something - be it a character, object or menu item - is unknown, it will often be represented by a string of question marks.
86* OminousSavePrompt \
87An unusual-looking save prompt which comes just before something really nasty goes down.
88* OverheadInteractionIndicator\
89Characters who give quests and/or information will have something over their heads signalling that you need to talk to them.
90* PetInterface \
91An interface in which you are given a sidekick, usually a pet, that acts as a guide/virtual pet of sorts in the world.
92* PlayableMenu \
93Fully interactivized main menu sequence.
94* PointAndClickMap\
95A game world map containing active areas, clicking on which instantly transports the character to the corresponding level.
96* RandomizedTitleScreen \
97A video game title screen that changes due to the RandomNumberGod.
98* RingMenu \
99An interface element where a list of possible actions are displayed in a ring or circle, often around a character.
100* ScoreScreen \
101A screen that comes up after a level is beaten, tallying stuff like collectibles and your rating.
102* ScrollingText \
103When characters talk, it doesn't just appear instantly, it goes letter by letter.
104* ShowsDamage \
105Where the character or enemy graphically is shown with damaged clothing or body parts.
106* SlashCommand \
107A text command, beginning with a "/", usually found in {{MMORPG}}s.
108* {{Spinventory}} \
109The inventory screen uses the actual in-game 3D model of the item, and lets you see it by spinning it around.
110* SquadControls \
111The player is given limited control over their NPC allies through a handful of predefined commands.
112* StartScreen \
113A static screen, or else an AttractMode, which usually contains the title and a pulsating "PRESS START" prompt.
114* StaticScrew \
115A game's video or audio turns completely or partly into static.
116* StatOVision \
117A display that shows all sorts of information about the target or enemy being scanned.
118* StatusLine \
119A display element showing the current disposition of the player, e.g. score, health, ammo, etc.
120* StockControlSettings \
121The common standards in button layout.
122* SummonARide\
123A command that instantly conjures means of fast transportation (a mount, a vehicle, etc.) anywhere in the game world.
124* SymbolDrawingInterface\
125You have to draw symbols on the screen to perform certain actions.
126* TauntButton \
127A button that activates an EmoteAnimation of a character taunting others.
128* TextParser \
129A form of input that takes commands from the player and simplifies this to commands that the game engine can understand.
130** HelloInsertNameHere \
131Games let you name your characters. Renaming your hero to "POOP" can result in hours of fun.
132* ThemedCursor \
133Your cursor is based from some in-game element.
134* VisibilityMeter \
135Part of the HUD showing how visible you are to the enemies (usually in stealth-based games or levels).
136* VisualInitiativeQueue \
137A turn based game shows the next several turns of all involved in a battle or event.
138* ZipMode \
139A shortcut so that you don't have to watch your character walk all the way across the screen.
140[[/index]]

Top