Recently, I’ve been quite open about feeling exhausted with the latest triple-A games. It seems like they’re all following similar patterns these days. Many sequels barely offer anything new based on their established formulas. Others try to innovate too much, which often results in them losing the essence that made them popular among fans. They’re just too massive, disregard my time, and constantly ask for more money. Frankly, I’m feeling drained.
It’s worth mentioning that there’s something I haven’t spoken about yet – menus. Frankly, I’m fed up with menu designs in AAA games. The endless scrolling for even the simplest tasks is exhausting, and it’s particularly frustrating in Avowed. I believe there must be a more efficient approach.
Menus Have Too Much Information To Capture
It’s not surprising that menus can become intricate and time-consuming due to the following reasons: As game development advances annually, creators strive to incorporate numerous exciting gameplay mechanisms. To convey this wealth of details, the menu system must serve as a medium for presenting all the information.
Keeping things as they are, especially when they’re working well, can provide a more seamless experience for players. Using a familiar menu format reduces the learning curve and allows designers to focus on other aspects of the game. A complicated or unapproachable menu system can spoil an otherwise enjoyable game.
You’re familiar with the joke that all games can be categorized as either ‘menu-based’ or ‘parkour’ games? Menu-based games focus more on strategic thinking and item management rather than quick reflexes. On the other hand, parkour games emphasize fast reactions and offer less room for strategic planning. Of course, this is an oversimplification, but that’s part of the charm. I personally enjoy menu-based games like RPGs.
When I discuss bulky menu systems, I’m generally referring to role-playing games (RPGs). If you visualize an RPG’s menu, it typically includes:
* A journal tab, divided into sections for main quests, side quests, and possibly collectibles.
* An inventory tab, broken down by categories of items.
* Maps, or multiple maps such as a world map, city map, and even maps for smaller locations like specific buildings.
In this game, there are tabs where you can personalize your character’s equipment setup, and possibly another for managing their abilities or skill points. If you have several characters in your team, each might have separate sections for customization. Since it resembles classic RPGs, the menu system is quite traditional, but I find it rather frustrating to navigate.
It’s Not Just Avowed

It seems unusual that we’ve stuck with this particular menu layout across our industry, given its complexity on controllers. Even though it’s straightforward to open specific menus using hotkeys when gaming with a mouse and keyboard, console players face challenges navigating through extensive menus using trigger and shoulder buttons, often scrolling laboriously through lengthy lists with the joystick or D-pad. It feels like I’m battling the UI more than enjoying the game due to the unintuitive navigation on controllers. It can be quite frustrating.
It’s possible you could attribute this situation to my lack of intelligence, and I may indeed be lacking in that area. However, there seems to be more at play here than just Avowed. Last year’s game, ReFantazio, comes to mind as it featured stunning menus that left me on the verge of tears. Navigating through various menu options to switch Archetypes or adjust my loadout in this new game has been a frustrating experience, akin to banging my head against a table. It shouldn’t be so challenging to accomplish such a basic task… and yet.
A performer hailing from Monster Hunter Wilds has admitted feeling perplexed by the game’s navigation options. Navigation-based games, it seems.
What Does A Good Menu Look Like?

Menus generally don’t cross my mind unless they cause some inconvenience – in other words, if a design is truly effective, it should go unnoticed. If something catches your attention immediately upon seeing it, chances are it’s causing frustration. I found it challenging to find examples of menu designs that don’t irritate me.
Resident Evil 4 showcases an engaging approach to inventory management, making it enjoyable while staying true to the game’s essence. Players must arrange their items within a defined grid, creating a stationary version of Tetris that some meticulous players might find surprisingly calming. This concept was initially inspired by System Shock 2 and has since been adopted in games such as Dredge.
1. Another option could be to minimize or even get rid of menus completely. However, this suggestion might seem biased since I’ve recently reviewed Wanderstop and found their menu system appealing. Nevertheless, what I appreciated about it was that instead of having a single log where everything is listed, they organized tutorials and tasks within an easy-to-navigate handbook.
2. Separately, the inventory management was handled through scrollable menus, each linked to different buttons on the D-pad for convenience.
Instead of having one big menu where everything is kept, like in most games, Wanderstop organizes tutorials and tasks in a book-like format (handbook) and manages inventory through separate scrollable menus linked to specific buttons on the D-pad.
In simpler terms, the menu in Borderlands 3 is straightforward and user-friendly, despite following a common design. It minimizes tabs, using icons instead for space efficiency, and requires minimal trigger or shoulder button adjustments while navigating. On the other hand, Deathloop’s menus might seem intricate at first, but they effectively organize information (and I must add, aesthetically pleasing) considering the vast amount of data to manage during gameplay planning. The quest log system in Deathloop offers a more visual and spatial approach that I find appealing.
My preference leans towards intuitive and uncluttered menus in games with multiple options, as I dislike having to search for items or scroll endlessly through tabs. While others might appreciate the complexity of Skyrim’s menu design, my preference is for a more streamlined approach. Some games intentionally create friction in their mechanics to simulate tension, and that’s fine for them too. However, I prefer a smoother experience.
I’m tired of dealing with complicated, difficult-to-navigate menus that are overflowing with information. It’s frustrating to struggle through numerous pages just to complete basic tasks, and it’s even more annoying when games don’t cater to console users, given the limited controls we have for managing menus. Let’s brainstorm solutions for making menu navigation less of a burden.
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2025-03-14 18:08