Playable Menu: Difference between revisions

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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.
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.
'''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]]:
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]]''.
* [[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'')]].
* [[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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[[Category:Video Game Tropes]]
[[Category:Video Game Tropes]]
[[Category:Video Game Interface Elements]]
[[Category:Video Game Interface Elements]]
[[Category:{{PAGENAME}}]]
[[Category:Playable Menu]]