Prabhat TiwariJournal

Why the best game menus feel like furniture

Menus are the rooms we walk through between moments of play. Some are built like hallways; the good ones feel lived in.

Prabhat Tiwari2 min read

Menus are the rooms we walk through between moments of play. We spend more time in them than we tend to notice: choosing a level, changing a setting, pausing to catch our breath.

Some menus are built like hallways, meant only to be passed through. The good ones feel more like furniture: placed with care, comfortable to return to, and part of the world rather than a layer on top of it.

Weight, and things settling into place

A menu that feels like furniture has weight. Selections settle into place, sounds are soft and consistent, and the layout stays still enough that your hands learn it before your eyes do.

“The best menus are the ones you stop noticing because they never get in the way.”

Belonging to the game

It also helps when a menu belongs to its game. A typeface, a texture, or a small animation borrowed from the world reminds you where you are, even while you are adjusting the brightness.

Quick, predictable and a little warm

None of this needs to be elaborate. A menu that is quick, predictable and a little bit warm does more for a game than most people will ever say out loud.

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