->''"It's like "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.

These elements include:

[[index]]
* ActionBar \\
A UI element consisting of a box or strip of icons (or menu items) corresponding to actions which can be performed.
* AttractMode \\
Animation that plays when no one is actively playing the game.
* 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.
* 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.
* 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 \\
Heads-Up Display: A device which projects supplemental information onto the surface reflection of a transparent panel.
* 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.
* InterfaceSpoiler \\
When the way an in-game menu is constructed gives away details about the rest of the game.
* LevelMapDisplay \\
Overlay that says "You are here". May also double as EnemyDetectingRadar.
* LightGun \\
A video game controller shaped like a gun.
* MainWindow \\
The place where the action of the game takes place.
* 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.
* ThePennyfarthingEffect \\
What happens when an early version of a mechanic or interface is more complicated than a more recent one.
* 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.
* 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.
* StatMeters \\
Graphical depictions of a statistical quantity, most often the player-character's current status.
** LifeMeter \\
A meter, usually a coloured bar, that displays the Hit Points of a character.
*** CriticalAnnoyance \\
A warning sound that plays over and over again when you are low on health or some other bad thing is imminent.
*** MultipleLifeBars\\
It's more complex than a single pile of Hit Points.
*** SharedLifeMeter \\
When multiple characters share the same life meter.
** ManaMeter \\
A meter that describes the amount of power a character has remaining for his special abilities.
*** ChargeMeter \\
An indicator of how long you've held down a particular button in order to build up to the capability to perform a special, powerful action.
** SprintMeter \\
A graphical depiction of some aspect of a character's condition other than his remaining health, e.g. his ability to run at high speed.
*** OxygenMeter \\
A meter indicating the breath or oxygen left while underwater.
*** SanityMeter \\
A meter showing how much (or [[DrivenToMadness how little]]) sanity a character has.
** ExperienceMeter \\
A meter that shows the current experience of a character, usually showing progress between two [[CharacterLevel levels]].
** KarmaMeter \\
A meter that indicates how "good" or "bad" you are acting at that point. May be invisible.
*** EvilIsPetty \\
The tendency of "evil" meaning just being really mean to people.
*** WantedMeter \\
A meter that represents how much of the local authority's ire you've drawn.
* 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.
* 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.
* VanityWindow \\
Part of the screen filled with a logo or other static image, leaving the MainWindow to be smaller, to save on processing power.
* 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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