Playable Menu: Difference between revisions

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{{trope}}{{Needs Image}}
An infrequent method for [[Painting the Fourth Wall]] in video games is to disguise a menu interface as a level unto itself, which the player can navigates using their game character and actual gameplay controls.
 
So, instead of navigating an abstract cursor across a set of icons and text labels that correspond to the various menu options, the protagonist essentially ''is'' the cursor, and the player approaches and interacts with menu options the same way they would interact with actual, in-universe objects. "New Game" and "Load Game" might be presented as literal doors for the player character to walk through, literal buttons to [[Goomba Stomp|stomp]] [[Ground Pound|on]], literal [[Crate Expectations|crates to smash]], literal [[Block Puzzle|blocks to slide around]], or so on.
 
'''Note:''' This is distinct from games featuring creative menu-cursor icons (such as the protagonist's head, hand, or full body sprite) but whose menus are still navigated in the traditional manner of highlighting/clicking on text labels or icons; a [['''Playable Menu]]''' ''must'' be navigated using actual gameplay controls and in-universe interactions.
 
Also note that the following tropes, while related to the concept of [[Painting the Fourth Wall]], are not considered examples of a [['''Playable Menu]]''':
* [[Justified Save Point]]: Checkpoints and/or [[Save Point]]s manifested as in-universe objects, like using a typewriter to save your game in ''[[Resident Evil]]''.
* [[Attract Mode]]: Demo gameplay that proceeds automatically, even if it takes place in the background while the player navigates a traditional menu overlay [[Pitfall|(''Pitfall 3D'')]].
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* ''[[Magi Nation]]'' uses it. You can even reach the [[New Game+]] option by a secret area that you need a later-game item to access.
* ''[[System Shock]] 2'' has character creation/background chosen by several stages of walking into one of 3 exits. Complete with specific cutscenes.
* The bar/starship in ''[[StarcraftStarCraft II]]'' guiding you through missions, upgrades and story.
* ''[[Indiana Jones and the Temple of Doom]]'' has a playable difficulty selection screen.
* ''[[Katamari Damacy]]'' to some extent: the save game select screen uses the in-game controls; and while the Level/Character/Operation select system (Select Meadow, Space Mushroom, etc.) do not, they are playable in their own way.
* ''[[Call of Duty: Black Ops|Call of Duty Black Ops]]'': the main menu actually has the player strapped to a chair, with the options appearing on a TV nearby, though it acts more like a traditional menu once you select one of the options. {{spoiler|You can also repeatedly hit a button to break out of the chair and explore the room you're in.}}
* The menu of ''[[Scribblenauts]]'' doubles as a sandbox mode.
* Sometimes used in ''[[ZZT]]'' to overcome limits of the system.
 
{{reflist}}