{"id":17042,"date":"2013-04-29T23:01:08","date_gmt":"2013-04-29T15:01:08","guid":{"rendered":"https:\/\/www.hongkiat.com\/blog\/?p=17042"},"modified":"2022-07-15T16:24:16","modified_gmt":"2022-07-15T08:24:16","slug":"video-games-ui-evolution","status":"publish","type":"post","link":"https:\/\/www.hongkiat.com\/blog\/video-games-ui-evolution\/","title":{"rendered":"Evolution of Video Games User Interfaces"},"content":{"rendered":"<p>Over the past few decades, video games have been refined by graphical enhancements, increased processor speed of video game systems and other technological advancements. As a result, their UIs have been <strong>evolving to adapt to the increasing complexity of video games<\/strong>.<\/p>\n<p>The world had seen the emergence of technologies such as 3D graphics and motion sensors which allow for new game genres and UI to come to be.<\/p>\n<p>Today, we shall bring you through the development of UI and how it has changed over the years and we are going to look at it through some of the more influential video games.<\/p>\n<div class=\"ref-block ref-block--post\" id=\"ref-post-1\">\n\t\t\t\t\t<a href=\"https:\/\/www.hongkiat.com\/blog\/evolution-of-home-video-game-consoles-1967-2011\/\" class=\"ref-block__link\" title=\"Read More: Evolution of Home Video Game Consoles (1967 \u2013 2011)\" rel=\"bookmark\"><span class=\"screen-reader-text\">Evolution of Home Video Game Consoles (1967 \u2013 2011)<\/span><\/a>\n<div class=\"ref-block__thumbnail img-thumb img-thumb--jumbo\" data-img='{ \"src\" : \"https:\/\/assets.hongkiat.com\/uploads\/thumbs\/250x160\/evolution-of-home-video-game-consoles-1967-2011.jpg\" }'>\n\t\t\t\t\t\t\t<noscript>\n<style>.no-js #ref-block-post-9628 .ref-block__thumbnail { background-image: url(\"https:\/\/assets.hongkiat.com\/uploads\/thumbs\/250x160\/evolution-of-home-video-game-consoles-1967-2011.jpg\"); }<\/style>\n<\/noscript>\n\t\t\t\t\t\t<\/div>\n<div class=\"ref-block__summary\">\n<h4 class=\"ref-title\">Evolution of Home Video Game Consoles (1967 \u2013 2011)<\/h4>\n<p class=\"ref-description\">\n\t\t\t\t\t\tExplore the evolution of home video game consoles from 1967 to 2011. From the Magnavox Odyssey to the...\t\t\t\t\t\t<span>Read more<\/span><\/p>\n<\/div>\n<\/div>\n<h3>Defining UI<\/h3>\n<p>What we\u2019re referring to as UI here is <strong>the way players can interact with the game and receive feedback of their interaction<\/strong>. It generally applies to the <strong>interactivity and concepts<\/strong> of a game.<\/p>\n<p>This includes several aspects of gameplay such as the graphics, storyline, visual perspectives (point-of-view), controls, level designs, behaviors of AIs, etc.<\/p>\n<p>The<strong> experience<\/strong> generated from the resultant gameplay or interaction is the objective of the game.<\/p>\n<h2>Mindless & Repetitive Games of Skill<\/h2>\n<p>The first type of gameplay the video game industry had for players was that involving a test of their control and\/or reflex skills as they progress into the game with increasing difficulties.<\/p>\n<p>The enemies within these games could be another human player or the AI and the objective was to stay alive by means of maintaining the necessary skill level to defeat them.<\/p>\n<h3>Tennis for Two (1958)<\/h3>\n<p>One example of such primitive games is that of <em><a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?v=s2E9iSQfGdg\">Tennis for Two<\/a> (1958)<\/em>, a game which <strong>simulates<\/strong> tennis or ping pong where each player manipulates the ball trajectory over a simplified tennis court from the side.<\/p>\n<p>Players simply press the button to hit the ball when it is at their side of the net after adjusting the hitting angle with a control knob. The game goes on until a player misses.<\/p>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Tennis_For_Two.jpg\" alt=\"Tennis for Two\" width=\"500\" height=\"375\"><\/figure>\n<h3>Spacewar! (1961)<\/h3>\n<p>As one of two players in <em><a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?v=4Tic7wUwGOU\">Spacewar!<\/a><\/em> (1961), you are to control a spaceship to fire against your opponent. The additional challenge comes about with a star at the center of the screen that suck players toward it, even though players get to activate \u2018Hyperspace\u2019 that places their ship at a random location on screen.<\/p>\n<p>The game may have a more complex gameplay than <em>Tennis for Two<\/em>, but the idea was still on <strong>reflex training<\/strong>.<\/p>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Spacewar.jpg\" alt=\"Spacewar\" width=\"500\" height=\"448\"><\/figure>\n<h3>Pong (1972)<\/h3>\n<p>It was also the same for the classic video game <em>Pong<\/em> (1972), where two players battle in out with their paddles onscreen and try to return the ball to their opponent without a miss.<\/p>\n<p>When the opponent fails to hit the ball, the other player gains a point. It was about this time that game developers realize that players get an extra incentive to play when things start becoming competitive with <strong>player scores<\/strong>.<\/p>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Pong.jpg\" alt=\"Pong\" width=\"500\" height=\"375\"><\/figure>\n<h3>Space Invaders (1978)<\/h3>\n<p>The scoring feature was further popularized with the classic, <em>Space Invaders<\/em> (1978), which pitted players with cute pixelated aliens! A 2D fixed-shooter game, players have to move a laser cannon horizontally across the bottom of the screen and fire at descending aliens, which can fire back.<\/p>\n<p>The game speeds up as time passes, and players spent hours to clear the aliens off the screen, logging in <strong>high scores<\/strong> that were posted for all to see.<\/p>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Space_Invaders.jpg\" alt=\"Space_Invaders\" width=\"500\" height=\"448\"><\/figure>\n<h3>Pac-Man (1980)<\/h3>\n<p>By the 1980s, skill-based games had evolved to include other features to test players on their reflex-and puzzle-solving capabilities. Scores, power-ups and avoiding enemies (versus confronting and killing them) in classic hits like <em><a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?v=-CbyAk3Sn9I\">Pac-Man<\/a><\/em> (1980) took game development further.<\/p>\n<p>Navigate through a maze and consume all the pellets to advance to the next stage, avoid the ghosts or consume power pellets to turn the tables temporarily.<\/p>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Pacman.jpg\" alt=\"Pacman\" width=\"500\" height=\"576\"><\/figure>\n<h2><strong>Storylines<\/strong> & Interactivity<\/h2>\n<p>While skill games were evolving to include scores and other added features, another genre was emerging within the industry to spice up the content of games.<\/p>\n<h3>Colossal Cave Adventure (1975)<\/h3>\n<p><em>Colossal Cave Adventure<\/em> (1975) was known as the first computer adventure game that eventually brought storylines into games. It had no graphical interface, only textual.<\/p>\n<p>The draw of the game was its story-rich content and the interactivity involved. Players type in commands indicating what they wish to do next in each situation. Depending on the choices the players make, the story unfolds in different ways with different endings.<\/p>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Colossal_Cave_Adventure.jpg\" alt=\"Colossal_Cave_Adventure\" width=\"500\" height=\"262\"><\/figure>\n<h3><strong>Donkey Kong (1981)<\/strong><\/h3>\n<p>Developers eventually tried putting story elements and graphics together in their games; one of the pioneers was <a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/Donkey_Kong_(video_game)\"><em>Donkey Kong<\/em><\/a> (1981). It was one of the earliest game to have a storyline.<\/p>\n<p>You play Jumpman who has to rescue the Lady from Donkey Kong and in-game characters began to take form \u2013 with pink dresses, red overalls and villain-trademark smirks.<\/p>\n<p>Such details allow for players to identify with the characters and immerse themselves into the story.<\/p>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Donkey_Kong.jpg\" alt=\"Donkey_Kong\" width=\"500\" height=\"571\"><\/figure>\n<h3>Super Mario Bros (1985)<\/h3>\n<p>With the advent of scrolling computer display technology, games were soon no longer confined to a single, static playing field; <a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/Glossary_of_video_game_terms#Flip-screen\">page-flipping<\/a> emerged. The expansion of the playing field allowed for <a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/Side-scrolling_video_game\">side-scrolling video games<\/a>, popularizing the <a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/Platform_game\">platform game<\/a> genre.<\/p>\n<p><em><a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?v=Aw4JccvxU-s\">Super Mario Bros<\/a><\/em> (1985) easily one of the most prominent games to grace our childhood banked on a cute and simple storyline, cute characters and multiple-stage quests.<\/p>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Super_Mario_Bros.jpg\" alt=\"Super_Mario_Bros\" width=\"500\" height=\"472\"><\/figure>\n<h3>Final Fantasy (1987)<\/h3>\n<p>Other games depend more heavily on storylines as the impetus for players to finish the game. <a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/Role-playing_video_game\">Role-playing video games<\/a> (RPG) arose from the evolution of story-based games and the \u2018<a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/Role-playing_video_game\">leveling-up<\/a>\u2018 of game character experience was introduced.<\/p>\n<p><em><a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?v=LmfNGmv8eOw\">Final Fantasy<\/a> (1987)<\/em>, although not the first (RPG) available on the gaming market, was the game that popularized this genre.<\/p>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Final_Fantasy.jpg\" alt=\"Final_Fantasy\" width=\"500\" height=\"388\"><\/figure>\n<h2>From Games to Movies<\/h2>\n<p>Over the next two decades, the storylines in games continue to develop, to the point of actually becoming movie-worthy. As a matter-of-fact, some of them were actually made into movies.<\/p>\n<p>For instance, the moderately successful film <a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/Lara_Croft:_Tomb_Raider\"><em>Lara Croft: Tomb Raider<\/em><\/a> and its sequel, <a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/Lara_Croft:_Tomb_Raider_%E2%80%93_The_Cradle_of_Life\"><em>Lara Croft Tomb Raider: The Cradle of Life<\/em><\/a> were created in 2001 and 2003 for the <em><a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/Lara_Croft:_Tomb_Raider_%E2%80%93_The_Cradle_of_Life\">Tomb Raider<\/a><\/em> video games series.<\/p>\n<p>Other noteworthy game movies include <em><a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/Resident_Evil_(film)\">Resident Evil<\/a><\/em> (2002), <em><a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/Silent_Hill_(film)\">Silent Hill<\/a><\/em> (2006) and <em><a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/Prince_of_Persia:_The_Sands_of_Time_(film)\">Prince of Persia: The Sands of Time<\/a><\/em> (2010).<\/p>\n<h3>Tomb Raider (1996)<\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Tomb_Raider.jpg\" alt=\"Tomb_Raider\" width=\"500\" height=\"375\"><\/figure>\n<h3>Resident Evil (1996)<\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Resident_Evil.jpg\" alt=\"Resident_Evil\" width=\"512\" height=\"384\"><\/figure>\n<h3>Silent Hill (1999)<\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Silent_Hill.jpg\" alt=\"Silent_Hill\" width=\"500\" height=\"349\"><\/figure>\n<h3>Prince of Persia: Sands of Time (2003)<\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Prince_of_Persia_Sands_of_Time.jpg\" alt=\"Prince of Persia\" width=\"500\" height=\"350\"><\/figure>\n<h2>The Quest for Realism<\/h2>\n<p>Back in the early days of video games, the limiting graphical capabilities and computing power shifted the focus of games to the little details like storylines and high scores.<\/p>\n<p>Those were the times when \u2018realism\u2019 had more to do with how players interact and relate with the game than just graphics per se. But the  3D graphics in the 1990s changed that, allowing us to skip from 2D to 3D.<\/p>\n<p>It made possible the idea of a \u2018first-person\u2019 point-of-view (POV) gameplay, which is pretty much you seeing the action through the eyes of the game character.<\/p>\n<p>Such gameplay has been popularized with <a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/First-person_shooter\">first-person shooter<\/a> (FPS) games such as <em><a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?v=NdcnQISuF_Y\">Wolfenstein 3D<\/a> (1992)<\/em>. It may not be the firstborn of the genre, but it laid the path for classics such as <em><a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?v=mhkEomP5h0g\">Doom<\/a> (1993)<\/em> and <em><a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?v=sTYy5nJ7yto\">Quake<\/a> (1996)<\/em>.<\/p>\n<h3>Wolfenstein 3D (1992)<\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Wolfenstein_3D.jpg\" alt=\"Wolfenstein_3D\" width=\"500\" height=\"283\"><\/figure>\n<h3>Doom (1993)<\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Doom.jpg\" alt=\"Doom\" width=\"500\" height=\"368\"><\/figure>\n<h3>Quake (1996)<\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Quake.jpg\" alt=\"Quake\" width=\"500\" height=\"313\"><\/figure>\n<h2>Open-World & Non-linearity Gameplay<\/h2>\n<p>Yet another major milestone was reached with the  rise of 3D open world action-adventure games following the release of <em><a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?v=LeEEgt13wnE\">Grand Theft Auto III<\/a><\/em> (2001).<\/p>\n<p>Following in the footsteps of its predecessors, <em><a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?v=Du__yXzkkBg\">Grand Theft Auto<\/a><\/em> (1997) and <em><a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?v=YCc0jEm43A0\">Grand Theft Auto 2<\/a><\/em> (1999), <em>GTA III<\/em> afforded players <strong>with a considerable level of freedom to explore the virtual world <\/strong>and options in fulfilling certain objectives.<\/p>\n<p>The switch from the usual top-down view of <em>GTA<\/em> and <em>GTA 2<\/em> to roaming the streets and interacting with objects and characters in GTA III endorsed the open world concept. No more loading screens as your character crosses from one stage to another, or invisible boundaries where you cannot surpass.<\/p>\n<p>Nonetheless, the <strong>game  stayed true to its <a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/Nonlinear_gameplay\">non-linearity gameplay<\/a> concept <\/strong>from its first two games of the series.<\/p>\n<p>The resultant paradigm of open-ended game design and open world concept by <em>GTA III<\/em> was adopted by many video games that follow, thereby making it <strong>one of the most influential games of all time.<\/strong><\/p>\n<h3>GTA (1997)<\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/PCArena.jpg\" alt=\"PCArena\" width=\"500\" height=\"375\"><\/figure>\n<h3><strong>GTA 2 (1999)<\/strong><\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/GTAII.jpg\" alt=\"\" width=\"500\" height=\"375\"><\/figure>\n<h3>GTA III (2001)<\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/GTAIII.jpg\" alt=\"GTAIII\" width=\"500\" height=\"400\"><\/figure>\n<h2>Physics Engine<\/h2>\n<p>While game content is also crucial to the players\u2019 gaming experience, one must play for an extended period of time to feel the \u2018realism\u2019. Graphics, on the other hand, have a more direct impact on players since they are the in the front line of exposure to the players.<\/p>\n<p>In the years that follow the rise of 3D games, developers have focused on making games more detailed and life-like in terms of its presentation. Equally important is the gameplay physics of the game, comprising of movements and reaction from the physical environment.<\/p>\n<h3>For Every Action<\/h3>\n<p>Games like <em><a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?v=yzzZ4y0awyg\">Dirt<\/a><\/em> (2007) featured physics where car controls were realistic and players could witness car parts flying and falling off in car crashes.<\/p>\n<p>In a similar vein, <em><a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?v=yOMUHkqR6QY\">Crysis<\/a><\/em> (2007) used its own physics engine to create a lifelike gameplay where objects fall and spin off naturally with accompanying bullets and explosions. Check out the awesome <a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?v=b-4yojZfQR4\">demo<\/a> of the physics engine.<\/p>\n<h3>Dirt (2007)<\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Dirt.jpg\" alt=\"Dirt\" width=\"500\" height=\"281\"><\/figure>\n<h3>Crysis (2007)<\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Crysis.jpg\" alt=\"Crysis\" width=\"500\" height=\"313\"><\/figure>\n<p>We have also seen the transition of gameplay physics from <a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/Ragdoll_physics\">Ragdoll<\/a> to the <a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/Euphoria_(software)\">Euphoria<\/a> physics engine. Both are commonly used to physically simulate the death of game characters.<\/p>\n<h3><strong>Ragdoll Deaths<\/strong><\/h3>\n<p>Before there was the Ragdoll game physics, character death sequences were often repeated because the animations were already created beforehand. With Ragdoll,  the <strong>character will collapse to the ground<\/strong> much like a ragdoll.<\/p>\n<p>Some games that used such an engine were <em><a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?v=iR78HDZ3oJo\">Hitman: Codename 47<\/a><\/em> (2000), <em><a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?v=u3NRlT5czTk\">Halo: Combat Evolved<\/a><\/em> (2001) and <em><a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?v=h04ZSO3NsTQ\">Uncharted: Drake\u2019s Fortune<\/a><\/em> (2007).<\/p>\n<p>But for obvious reasons one can see, it still wasn\u2019t realistic enough.<\/p>\n<h3>Hitman (2000)<\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Hitman.jpg\" alt=\"Hitman\" width=\"500\" height=\"375\"><\/figure>\n<h3><strong>Halo: Combat Evolved (2001)<\/strong><\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Halo.jpg\" alt=\"Halo\" width=\"500\" height=\"400\"><\/figure>\n<h3>Uncharted: Drake\u2019s Fortune (2007)<\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Uncharted.jpg\" alt=\"Uncharted\" width=\"500\" height=\"281\"><\/figure>\n<h3>The Euphoria Engine<\/h3>\n<p>The Euphoria engine was more complex and realistic because it takes into account the virtual skeleton and muscles of the character, and even contains self-preservation behaviors built within.<\/p>\n<p>This makes <strong>the movement adaptive and interactive in accordance to the gaming scenario<\/strong>, as evident in newer games such as <em><a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?v=RGzSOpEDJQM\">Grand Theft Auto IV<\/a><\/em> (2008), <em><a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?v=czV5XlgDkNo\">Star Wars: The Force Unleashed<\/a><\/em> (2008) and <em><a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?v=rqjOXR9QnMo\">Max Payne 3<\/a><\/em> (2012).<\/p>\n<h3>GTA IV (2008)<\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/GTAIV.jpg\" alt=\"GTAIV\" width=\"500\" height=\"313\"><\/figure>\n<h3>Star Wars: The Force Unleashed (2008)<\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Star_Wars_Force_Unleashed.jpg\" alt=\"Star_Wars_Force_Unleashed\" width=\"500\" height=\"275\"><\/figure>\n<h3>Max Payne 3 (2012)<\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Max_Payne_3.jpg\" alt=\"Max_Payne\" width=\"500\" height=\"308\"><\/figure>\n<p>Here\u2019s an <a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?v=KoES90f-0pk\">example<\/a> of the comparison between both engines.<\/p>\n<h2>Physical Simulation<\/h2>\n<p>Developing in parallel is physical simulation of controllers. There had been attempts to improvise the gaming experience for players by having realistic controllers since the beginning of the gaming history.<\/p>\n<p>Some of the earliest usage of physical props for games include the light gun for<em> Shooting Gallery<\/em> (1972) and a steering wheel for <em><a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?v=o4aFdMcQODI\">Gran Trak 10<\/a><\/em> (1974).<\/p>\n<p>Then came <em><a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?v=ZSvZxyIMBOo\">Guitar Freaks<\/a><\/em> (1998)<em>, <\/em>a <a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/Rhythm_game\">rhythm game<\/a> from the genre of <a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/Music_video_game\">music-theme action<\/a> video games which showcased the guitar as a controller. And the world saw another side of immersive, realistic gaming.<\/p>\n<p>The first guitar controller game to be released was an instant hit with Japanese gamers. However, it wasn\u2019t until 2005 before the Guitar Hero franchise in 2005 took things outside of Japan.<\/p>\n<h3>Shot-gun Style Light Fun For Shooting Gallery (1972)<\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Light_Gun_Shooting_Gallery.jpg\" alt=\"Light_Gun_Shooting_Gallery\" width=\"500\" height=\"355\"><\/figure>\n<h3>Advertisement Poster for Gran Trak 10 (1974)<\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Poster_Gran_Trak_10.jpg\" alt=\"\" width=\"500\" height=\"650\"><\/figure>\n<h3>Guitar Freaks (1998)<\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Guitar_Freaks.jpg\" alt=\"Guitar_Freaks\" width=\"500\" height=\"570\"><\/figure>\n<h3>Controllers for Guitar Hero series (2005 \u2013 2010) <\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Guitar_Hero_Controllers.jpg\" alt=\"Controllers for Guitar Hero series\" width=\"500\" height=\"353\"><\/figure>\n<h3>Guitar Hero (2005)<\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Guitar_Hero.jpg\" alt=\"Guitar Hero\" width=\"500\" height=\"351\"><\/figure>\n<p><em><a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?v=EL47tWpObn4\">Guitar Hero<\/a><\/em> was so well-received by the masses that it had been recognized as a cultural phenomenal, sparking the public\u2019s interest with the actual musical instrument itself.<\/p>\n<p>Players may feel as if they were playing an actual guitar, except that it was just the controller for a game that anyone could play and master. Without the special guitar controller, <em>Guitar Hero <\/em>would not have attained the same level of success as it did.<\/p>\n<h3>Sports Consoles And Controllers<\/h3>\n<p>From there, non-orthodox controllers developed. Motion controllers like <em>Wii Remote <\/em>(2006), which was packaged along with the <em>Nintendo Wii<\/em> console (2006).<\/p>\n<p>The launch title,<em> <a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?v=KnQdHS5LA5o\">Wii Sports<\/a><\/em> showcased the motion-sensing capabilities of the remote. Players get to choose from five sports games to play with, namely tennis, baseball, golf, boxing and bowling.<\/p>\n<p>For each individual game, players had to <strong>execute real-life motions while holding the controller<\/strong>, such as punching and swinging. As a result, players of all ages including young children and the elderly were able to grasp the controls of the games and adapt to the gameplay UI easily. Suddenly video games became a great way to lose weight.<\/p>\n<p><em>Wii Sports<\/em> soon became commonplace in social gatherings as a way of bonding with family and friends by means of friendly competitions. The game went on to become the <a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/List_of_best-selling_video_games\">best-selling video game of all time<\/a> (as of 2012).<\/p>\n<div class=\"ref-block ref-block--post\" id=\"ref-post-2\">\n\t\t\t\t\t<a href=\"https:\/\/www.hongkiat.com\/blog\/online-mii-editor-for-nintendo-wii\/\" class=\"ref-block__link\" title=\"Read More: Online Mii Editor For Nintendo Wii\" rel=\"bookmark\"><span class=\"screen-reader-text\">Online Mii Editor For Nintendo Wii<\/span><\/a>\n<div class=\"ref-block__thumbnail img-thumb img-thumb--jumbo\" data-img='{ \"src\" : \"https:\/\/assets.hongkiat.com\/uploads\/thumbs\/250x160\/online-mii-editor-for-nintendo-wii.jpg\" }'>\n\t\t\t\t\t\t\t<noscript>\n<style>.no-js #ref-block-post-800 .ref-block__thumbnail { background-image: url(\"https:\/\/assets.hongkiat.com\/uploads\/thumbs\/250x160\/online-mii-editor-for-nintendo-wii.jpg\"); }<\/style>\n<\/noscript>\n\t\t\t\t\t\t<\/div>\n<div class=\"ref-block__summary\">\n<h4 class=\"ref-title\">Online Mii Editor For Nintendo Wii<\/h4>\n<p class=\"ref-description\">\n\t\t\t\t\t\tNote: The onnline Mii Editor is no longer in service. To edit your Mii character or avatar, you...\t\t\t\t\t\t<span>Read more<\/span><\/p>\n<\/div>\n<\/div>\n<h3>Wii Remote (2006) With Nunchucks Plugged (left)<\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Wii_Remote_Nunchucks.jpg\" alt=\"Wii_Remote_Nunchucks\" width=\"500\" height=\"507\"><\/figure>\n<h3>One-Player Wii Boxing from Wii Sports (2006) <\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Wii_Boxing.jpg\" alt=\"Wii Boxing from Wii Sports\" width=\"500\" height=\"312\"><\/figure>\n<h3>Two-Player Wii Boxing from Wii Sports (2006)<\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Wii_Sports_Boxing.jpg\" alt=\"Wii_Sports_Boxing\" width=\"500\" height=\"332\"><\/figure>\n<h3>Full-body Movement<\/h3>\n<p>Finally, the breakthrough technology of full-body movement control was demonstrated with the release of <em><a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.youtube.com\/watch?v=8irPOYtl0pE\">Kinect Adventures!<\/a><\/em> (2010) that came bundled with Kinect.<\/p>\n<p>Using its motion camera, Kinect games track the full-body motion of players as they shift left or right, move towards or away from the sensor and acquire or hit targets.<\/p>\n<h3>Kinect (2010)<\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Kinect_Device.jpg\" alt=\"Kinect_Device\" width=\"500\" height=\"237\"><\/figure>\n<h3>One-Player Rally Ball from Kinect Adventures! (2010)<\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Kinect_Adventures.jpg\" alt=\"\" width=\"500\" height=\"380\"><\/figure>\n<h3>Two-Player River Rush from Kinect Adventures! (2010)<\/h3>\n<figure><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Kinect_Adventures_2_Players.jpg\" alt=\"Kinect_Adventures_2_Players\" width=\"500\" height=\"374\"><\/figure>\n<p>These bundled mini-games utilized one or more of such capabilities and allowed two players to compete or co-op in either split-screen mode or online mode in <em>Xbox Live<\/em> multiplayer.<\/p>\n<p>The technology spelled out the opportunities for upcoming games to tap into<strong> full-body motion control sans controller user interface<\/strong>.<\/p>\n<p>The future UI of video games may very well evolve along such a control concept.<\/p>\n<h2>The Future Of Video Gaming UIs<\/h2>\n<p>One observation we can all make is that, thanks to improved graphical and computing capabilities, game realism has become quite a primary focus of developers in recent years.<\/p>\n<p>As such, one would expect the future progression of video games to be more detailed, life-like and immersive.<\/p>\n<p>Controls will also get more precise and intuitive to the player than the existing full-body movement detection technology of Kinect.<\/p>\n<h3>New Ways To Interact<\/h3>\n<p>One might expect to see gamers controlling with their gazes by means of eye-tracking camera technology or even with their <a target=\"_blank\" href=\"https:\/\/www.hongkiat.com\/blog\/brain-controlled-gadgets\/\" rel=\"noopener noreferrer\">thoughts via detection of brainwaves<\/a>!<\/p>\n<p>As <a target=\"_blank\" href=\"https:\/\/www.hongkiat.com\/blog\/next-gen-user-interface\/\" rel=\"noopener noreferrer\">user interface develop further<\/a> and break boundaries, the use of new <a target=\"_blank\" href=\"https:\/\/www.hongkiat.com\/blog\/wearable-gadgets\/\" rel=\"noopener noreferrer\"><strong>wearable gadgets<\/strong><\/a> may take over, or the industry may go in the way of <a target=\"_blank\" href=\"https:\/\/www.hongkiat.com\/blog\/augmented-reality-next-big-thing\/\" rel=\"noopener noreferrer\">Augmented Reality<\/a> (AR) for instance like Battlefield 5 on Glass.<\/p>\n<div class=\"ref-block ref-block--post\" id=\"ref-post-3\">\n\t\t\t\t\t<a href=\"https:\/\/www.hongkiat.com\/blog\/augmented-reality-next-big-thing\/\" class=\"ref-block__link\" title=\"Read More: How Augmented Reality Is The Next Big Social Experience\" rel=\"bookmark\"><span class=\"screen-reader-text\">How Augmented Reality Is The Next Big Social Experience<\/span><\/a>\n<div class=\"ref-block__thumbnail img-thumb img-thumb--jumbo\" data-img='{ \"src\" : \"https:\/\/assets.hongkiat.com\/uploads\/thumbs\/250x160\/augmented-reality-next-big-thing.jpg\" }'>\n\t\t\t\t\t\t\t<noscript>\n<style>.no-js #ref-block-post-16895 .ref-block__thumbnail { background-image: url(\"https:\/\/assets.hongkiat.com\/uploads\/thumbs\/250x160\/augmented-reality-next-big-thing.jpg\"); }<\/style>\n<\/noscript>\n\t\t\t\t\t\t<\/div>\n<div class=\"ref-block__summary\">\n<h4 class=\"ref-title\">How Augmented Reality Is The Next Big Social Experience<\/h4>\n<p class=\"ref-description\">\n\t\t\t\t\t\tFirst coined in 1990 by Tom Caudell, a researcher at aircraft manufacturer Boeing, 'augmented reality' used to refer...\t\t\t\t\t\t<span>Read more<\/span><\/p>\n<\/div>\n<\/div>\n<h3>3D Printing Technology<\/h3>\n<p>The much-anticipated commercialization of affordable <a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/3D_printing\">3D printing<\/a> hardware may mean that players will soon be able to create and customize any physical props to serve as controls for games, much like the many plastic Wii <a rel=\"nofollow noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.makeuseof.com\/tag\/5-coolest-wii-addons-enhance-gaming-gadget-corner\/\">add-ons<\/a> for its remote. Holding a game weapon sure beats pretending to hold a weapon.<\/p>\n<h2>Conclusion<\/h2>\n<p>There are many ways things may unfold for the gaming industry. Not many would\u2019ve expected<strong> guitar controllers<\/strong> to become such a huge success following the release of <em>Guitar Freaks<\/em> and <em>Guitar Heroes<\/em>, which inadvertently resulted in the rise of other non-orthodox controllers and consequently even a console war over motion controllers.<\/p>\n<p><strong>Novel genres<\/strong> have sprung up unexpectedly at the same time as well. As you could see throughout the history of video games user interface above, <strong>technological advancements<\/strong> play an crucial role in charting the paths that the industry take.<\/p>\n<p>No matter how video games interface may evolve from now on, the end product which all developers will always keep an eye on shall always be that of the players\u2019 experience.<\/p>","protected":false},"excerpt":{"rendered":"<p>Over the past few decades, video games have been refined by graphical enhancements, increased processor speed of video game systems and other technological advancements. As a result, their UIs have been evolving to adapt to the increasing complexity of video games. The world had seen the emergence of technologies such as 3D graphics and motion&hellip;<\/p>\n","protected":false},"author":19,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[3397],"tags":[1539,1198,2980],"topic":[4521],"class_list":["entry-content","is-maxi"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO Premium plugin v22.8 (Yoast SEO v27.3) - https:\/\/yoast.com\/product\/yoast-seo-premium-wordpress\/ -->\n<title>Evolution of Video Games User Interfaces - Hongkiat<\/title>\n<meta name=\"description\" content=\"Over the past few decades, video games have been refined by graphical enhancements, increased processor speed of video game systems and other\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.hongkiat.com\/blog\/video-games-ui-evolution\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Evolution of Video Games User Interfaces\" \/>\n<meta property=\"og:description\" content=\"Over the past few decades, video games have been refined by graphical enhancements, increased processor speed of video game systems and other\" \/>\n<meta property=\"og:url\" content=\"https:\/\/www.hongkiat.com\/blog\/video-games-ui-evolution\/\" \/>\n<meta property=\"og:site_name\" content=\"Hongkiat\" \/>\n<meta property=\"article:publisher\" content=\"https:\/\/www.facebook.com\/hongkiatcom\" \/>\n<meta property=\"article:published_time\" content=\"2013-04-29T15:01:08+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2022-07-15T08:24:16+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/assets.hongkiat.com\/uploads\/video-games-ui-evolution\/Tennis_For_Two.jpg\" \/>\n<meta name=\"author\" content=\"Michael Poh\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:creator\" content=\"@hongkiat\" \/>\n<meta name=\"twitter:site\" content=\"@hongkiat\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Michael Poh\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"12 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\\\/\\\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"https:\\\/\\\/www.hongkiat.com\\\/blog\\\/video-games-ui-evolution\\\/#article\",\"isPartOf\":{\"@id\":\"https:\\\/\\\/www.hongkiat.com\\\/blog\\\/video-games-ui-evolution\\\/\"},\"author\":{\"name\":\"Michael Poh\",\"@id\":\"https:\\\/\\\/www.hongkiat.com\\\/blog\\\/#\\\/schema\\\/person\\\/6a0bcc861aa7f5e8e879c04b2e38b138\"},\"headline\":\"Evolution of Video Games User Interfaces\",\"datePublished\":\"2013-04-29T15:01:08+00:00\",\"dateModified\":\"2022-07-15T08:24:16+00:00\",\"mainEntityOfPage\":{\"@id\":\"https:\\\/\\\/www.hongkiat.com\\\/blog\\\/video-games-ui-evolution\\\/\"},\"wordCount\":2485,\"commentCount\":16,\"publisher\":{\"@id\":\"https:\\\/\\\/www.hongkiat.com\\\/blog\\\/#organization\"},\"image\":{\"@id\":\"https:\\\/\\\/www.hongkiat.com\\\/blog\\\/video-games-ui-evolution\\\/#primaryimage\"},\"thumbnailUrl\":\"https:\\\/\\\/assets.hongkiat.com\\\/uploads\\\/video-games-ui-evolution\\\/Tennis_For_Two.jpg\",\"keywords\":[\"Gaming\",\"Product Evolutions\",\"Video Games\"],\"articleSection\":[\"Desktop\"],\"inLanguage\":\"en-US\",\"potentialAction\":[{\"@type\":\"CommentAction\",\"name\":\"Comment\",\"target\":[\"https:\\\/\\\/www.hongkiat.com\\\/blog\\\/video-games-ui-evolution\\\/#respond\"]}]},{\"@type\":\"WebPage\",\"@id\":\"https:\\\/\\\/www.hongkiat.com\\\/blog\\\/video-games-ui-evolution\\\/\",\"url\":\"https:\\\/\\\/www.hongkiat.com\\\/blog\\\/video-games-ui-evolution\\\/\",\"name\":\"Evolution of Video Games User Interfaces - 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