- Primary Subject: Video Game User Interface (UI) & HUD Design (2026 Standards)
- Key Update: The March 2026 "Clean Screen" movement has led developers to prioritize diegetic and auto-hiding UI elements, a trend solidified by the success of Crimson Desert and the enduring influence of the Dead Space remake.
- Status: Confirmed / Trending
- Last Verified: March 31, 2026
- Quick Answer: A high-quality video game UI balances player feedback with immersion, favoring minimalist or diegetic designs that provide information without cluttering the screen or distracting from gameplay.
When playing video games, the thing that people tend to notice the moment they're given control is the user interface, or UI for short. It is an integral component, as it consists of all visual and interactive elements responsible for giving people proper control over what they're playing.
Without it, you wouldn't be able to know or do things like scroll through your inventory to find the item you want, determine how many strikes your armor can take before it breaks, check the amount of health you have after taking damage, etc. The UI is so important that, depending on how it's made, it can make or break any game.
This is why developers take careful time in crafting it, ensuring that whatever they come up with can present people with everything they need to play properly. Some believe that when creating a UI, more visual elements would be the way to go, as it ensures that players know exactly what they're supposed to know and do.
However, as someone who has played a multitude of games, I believe that a good UI means fewer elements to see on the screen. Now, some people may argue this point, as smaller amounts of visual representation for in-game functionality can lead to unnecessary questions and concerns. While that is understandable, I would also say that isn't always the case.
A person can still have all the information they need to know, even if there's little to no UI on the screen. If you want a good example of a game that does this, then all you have to do is play Dead Space. From the moment you start all the way until the end, you won't be seeing anything like a health bar, ammo counter, or even a map.

Instead, all of those things you'd normally expect to see are cleverly integrated into the gameplay. Need to check on your health? Just look at the spine of Isaac's suit for a visual indicator. Need to know where you are or use an item? Hold down a button, and a menu will be projected instantly without pausing the action.
Due to the way the game handles the UI, the nearly non-existent elements onscreen allow you to feel like you're actually a part of the world. You get to focus on all the things happening on screen that matter, such as the scary hallway you have to explore or suddenly being jumped by an enemy, without anything to take your eyes off of them during the moment. Due to the unique way of opening and navigating menus and displaying information, where less is more, it allows for a truly immersive experience.
This would be the case for most games if it followed Dead Space's example when it comes to the UI, but most end up with the thinking that the more information there is on screen, the better. While that is important and can be a good thing, a decent amount of cases end up with visual clutter that's detrimental to gameplay rather than helpful.
If I had to pick one out of the many examples, then I would have to go with Monster Hunter Wilds. It's meant to be one of, if not the most, accessible entries in the series, but its UI makes me think otherwise. When you have full control of your character, you see so many different icons, bars, and other elements strewn about on the screen that you'll be staggered with the information overload.

And it doesn't end there, as when you bring up the menus, there's even more that you need to digest and figure out. Imagine wanting to create or join a session so that you can hunt with other people, only for it to be so difficult since you can't properly navigate to the right options. As fun as Monster Hunter Wilds' gameplay is, the atrocious handling of the UI can make even the simplest of tasks, like knowing your weapon's sharpness or trying to find the items you need, a chore.
That example is essentially me trying to say that more isn't always better when it comes to the UI, because if there are a lot of elements at play, it likely won't be helpful, and will just end up being confusing, overwhelming, and obtrusive instead. There are times when it can't be helped, like in open-world RPGs such as Crimson Desert, where you need a lot of menus or visual aids for functionality, but aside from such, there should be barely anything when it comes to the UI.
So the next time you play something new or revisit an old game, try to see how it handles its user interface. If it's a clutterfest, you likely won't have much of a good time. If it's easy to navigate and process, then there's a good chance you've found something you can enjoy until the end.
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