UI is the Window to a Game’s Soul

There is a lot to say about Metal Gear Solid 5 – or at least there would be if it were not consuming all my desire to do anything else – but today I wanted to talk about what it perhaps does best. Which is this:

No one expects noon infiltrations.

No one expects 3pm infiltrations.

Just look at that. Look at that and realize exactly how much you don’t see.

For comparison purposes, here is MGS4:

Like an eye full of sand.

Like an eye full of sand.

The narrative just writes itself, doesn’t it?

The elegance of the entire setup continues to blow my mind every time I play MGS5. Much as with MGS3 before it, removing the mini-map forces the player to redirect their attention to their surroundings. But in another design coup, MGS5 will give you the same functionality as an omniscient radar… provided you tag enemies with your binoculars. Just having that exist as a mechanic pushes players into wanting to scout bases ahead of time, without necessarily requiring them to do so. Which, of course, further immerses players into the game space as they try to determine where guards are likely to be, which approach has less coverage, where the escape routes are, and so on.

But more than that, the UI really speaks to what a given game is about. Is there tactical stealth in both examples above? Sure. But latter screenshot speaks of a game in which you need to manage health, psyche, stress levels, utility items with battery power, a back pocket filled with 8 different weapons (not pictured), and finally a mini-map in which you need to rectify advanced information about enemies with what you can actually see around you. Actually being stealthy is important, but it is only one of many concerns.

Now contrast that with the former. What is important there, based on the UI?

 

The definition of good UI is that which both accentuates player gameplay and does not detract from it. In many ways, I feel that the UI in Metal Gear Solid 5 takes it a step further in that it generates gameplay in a way that so many other similar games have tried and failed. And while MGS5 is not the first to use such a brilliant mechanic, this is the first game I have played in which everything just feels so right.

Posted on September 9, 2015, in Commentary and tagged , , , , . Bookmark the permalink. 1 Comment.

  1. Intriguing. Except for the gun display on the “HUD” it’s actually less cluttered than the original MGS and Tenchu, which still had the character life bar and proximity icon on top of the accessory weapon icon. Crazy to think it’s taken this long, 17 years, to simplify things and make them both more immersive and integrated into the game. I think it’ll be all the more interesting if Kojima decides to make another game to see what he brings to it.

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