[[quoteright:350:[[VideoGame/FinalFantasyI https://static.tvtropes.org/pmwiki/pub/images/ff1_screen_info.jpg]]]]

->''"That's it. Game Over man, Game Over!"''
-->-- '''Corporal Hudson''', ''Film/{{Aliens}}''

Unlike 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.
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!!These elements include:

[[index]]
[floatboxright:
Sub-categories:
+ StatMeters
]

* ActionBar \\
A UI element consisting of a box or strip of icons (or menu items) corresponding to actions which can be performed.
* ArmorMeter \\
Graphical display of how much armor the player has, if any.
* ArmorPoints \\
Numerical display of how much armor the player has, if any.
* AttractMode \\
Animation that plays when no one is actively playing the game.
* BorderOccupyingDecorations \\
Purely decorative things meant to occupy the game's border due to the gameplay screen not being enough to cover it fully.
* BossButton \\
Deceives superiors and coworkers as to what the player is ''really'' doing on company time.
* BossSubtitles \\
Where the boss is introduced with a big show of its name and a title or descriptive line.
* BossWarningSiren \\
A boss is introduced with a warning siren.
* BreakMeter \\
A 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.
* CharacterModelKarmaMeter\\
Your character's appearance is determined by whether they've been good or evil.
* CharacterNameLimits \\
The player's name can be only so many letters long.
* ColorCodedElements \\
Every magical effect has a color associated with it, allowing the player to tell at a glance which element a given ability is.
* DiegeticInterface \\
When the game interface exists in-universe, rather than being strictly for the player's benefit.
* DramaticDisappearingDisplay \\
During 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.
* EmoteCommand \\
A command in a multi-user game that depicts an emotion or personal action.
** EmoteAnimation \\
An animation that triggers during an EmoteCommand.
* EnemyDetectingRadar \\
A radar-like display that shows the locations of nearby units.
* EvolvingTitleScreen \\
A video game title screen that changes to reflect the player's in-game actions and achievements.
* ExpressiveHealthBar \\
The game provides a visual indication of the player's stamina.
* FactorBreakdown \\
An easy way to check the various factors that affect a final result for something like a stat or resource.
* MediaNotes/GeneralGamingGamepads \\
The usual types of controllers used with video game systems over the years.
* HollerButton \\
Pressing a button to call {{NPC}}s over.
* HotBar \\
A row of user-configurable buttons, usually located near the bottom or top of the screen.
* HeadsUpDisplay \\
A device which projects supplemental information onto the surface reflection of a transparent panel.
* IdiosyncraticMenuLabels \\
A common video game interface function that is given a different name in an attempt at immersion.
* IdleAnimation \\
The animation that is displayed when a character, especially a player-controlled character, is just standing around.
* InterfaceScrew \\
When the game unexpectedly changes the interface to mess with the player.
** IntoxicationMechanic \\
The player character consuming drugs or alcohol hinders the player's ability to play the game.
* InterfaceSpoiler \\
When the way an in-game menu is constructed gives away details about the rest of the game.
* KeywordsConversation \\
A dialogue mode where the player inputs keywords to elicit a response from the NPC.
* LevelMapDisplay \\
Overlay that says "You are here". May also double as EnemyDetectingRadar.
* LightGunGame \\
A video game that uses a controller shaped like a gun.
* LoreCodex \\
Information relating to the world or characters, locations, and creatures inside the world, is all gathered in one location for players to review.
* ModelMuseum \\
A menu or room dedicated to freely viewing models from the game.
* MyNameIsQuestionMarks \\
When 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.
* OminousSavePrompt \\
An unusual-looking save prompt which comes just before something really nasty goes down.
* OverheadInteractionIndicator\\
Characters who give quests and/or information will have something over their heads signalling that you need to talk to them.
* PetInterface \\
An interface in which you are given a sidekick, usually a pet, that acts as a guide/virtual pet of sorts in the world.
* PlayableMenu \\
Fully interactivized main menu sequence.
* PointAndClickMap\\
A game world map containing active areas, clicking on which instantly transports the character to the corresponding level.
* RandomizedTitleScreen \\
A video game title screen that changes due to the RandomNumberGod.
* RingMenu \\
An interface element where a list of possible actions are displayed in a ring or circle, often around a character.
* ScoreScreen \\
A screen that comes up after a level is beaten, tallying stuff like collectibles and your rating.
* ScrollingText \\
When characters talk, it doesn't just appear instantly, it goes letter by letter.
* ShowsDamage \\
Where the character or enemy graphically is shown with damaged clothing or body parts.
* SlashCommand \\
A text command, beginning with a "/", usually found in {{MMORPG}}s.
* {{Spinventory}} \\
The inventory screen uses the actual in-game 3D model of the item, and lets you see it by spinning it around.
* SquadControls \\
The player is given limited control over their NPC allies through a handful of predefined commands.
* StartScreen \\
A static screen, or else an AttractMode, which usually contains the title and a pulsating "PRESS START" prompt.
* StaticScrew \\
A game's video or audio turns completely or partly into static.
* StatOVision \\
A display that shows all sorts of information about the target or enemy being scanned.
* StatusLine \\
A display element showing the current disposition of the player, e.g. score, health, ammo, etc.
* StockControlSettings \\
The common standards in button layout.
* SummonARide\\
A command that instantly conjures means of fast transportation (a mount, a vehicle, etc.) anywhere in the game world.
* SymbolDrawingInterface\\
You have to draw symbols on the screen to perform certain actions.
* TauntButton \\
A button that activates an EmoteAnimation of a character taunting others.
* TextParser \\
A form of input that takes commands from the player and simplifies this to commands that the game engine can understand.
** HelloInsertNameHere \\
Games let you name your characters. Renaming your hero to "POOP" can result in hours of fun.
* ThemedCursor \\
Your cursor is based from some in-game element.
* VisibilityMeter \\
Part of the HUD showing how visible you are to the enemies (usually in stealth-based games or levels).
* VisualInitiativeQueue \\
A turn based game shows the next several turns of all involved in a battle or event.
* ZipMode \\
A shortcut so that you don't have to watch your character walk all the way across the screen.
[[/index]]
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