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Classification and Functions of UI Elements in Games

Lecture



Amid the rapid development of the gaming industry and the growing complexity of digital interactive products, the user interface (UI) is taking on a key role as a tool of interaction between the player and the virtual environment. The UI not only conveys information but also shapes the user experience, influencing engagement, convenience, and the efficiency of gameplay. Modern game development practice shows a trend toward increasingly complex interface solutions, which calls for their systematic analysis, classification, and evaluation. This article aims to structure the main components of the user interface in video games, identify their functions, and examine the specifics of their use depending on genre and gameplay tasks.

The UI can also often be used to immediately tell the genre of a game, since different genres require the presence of different UI elements.

User interface (UI) elements in games can be divided into several categories depending on their purpose.

Classification and Functions of UI Elements in Games

Below is an extensive list with explanations:

Informational elements

  • Health indicator (HP bar) — shows the character's life level. Classification and Functions of UI Elements in Games

  • Endurance / mana / energy / stamina indicator (endurance, reserve of strength, resilience) — for displaying the character's resources.

  • Points / score (Score) — the number of points earned by the player. Classification and Functions of UI Elements in Games

  • Minimap / radar — a map of the terrain indicating the position of the player and objectives.

  • Compass / direction — indicates where to go. Classification and Functions of UI Elements in Games

  • Mission / quest indicators — objectives, progress, hints for tasks.

  • Damage indicators / hit notifications — often in the form of flashes or numbers.

  • Current position / coordinates — sometimes used in strategy and survival games.

Stamina — this is the character's endurance reserve. It is usually spent on:

  • dodges (rolls);
  • running/sprinting;
  • blocking attacks;
  • heavy attacks;
  • jumps and other special actions.

In the interface, this is often a green bar that gradually regenerates.

Classification and Functions of UI Elements in Games

Games often have various character «resources»:

  • Stamina (endurance) — spent on physical actions: running, rolls, blocks, attacks.
  • Mana (MP) — spent on magic, spells, abilities.
  • Energy — a more general term. In different games it may replace stamina, mana, or be a separate resource.

For example, in Dark Souls:

  • the red bar — health (HP);
  • the green bar — stamina;
  • mana as a separate gauge appeared later in Dark Souls III in the form of the blue FP bar.

And in The Witcher 3: Wild Hunt there is:

  • health;
  • stamina for some actions;
  • a separate resource for Signs (magic).

Therefore:

Resource What it is used for
Stamina Physical actions
Mana Magic and abilities
Energy Any game resource, depends on the game

Interactive elements

  • Buttons — for interacting with menus, the inventory, etc.

  • Control panels / consoles — for example, an ability panel, weapon panel.

  • Inventory — viewing and using items.

  • Pause menu — access to settings, exit, saving.

  • Item / weapon / equipment slots — displaying gear. Classification and Functions of UI Elements in Games

  • Dialogue windows / answer selection — in role-playing games.

  • Hotkeys (Hotbar) — quick access to functions.

Text elements

  • Mission / objective title — the player's current task.

  • Messages / notifications / event logs — information about what is happening.

  • Titles / subtitles / dialogue — especially in story-driven games.

  • Tooltips — when hovering over elements.

Navigational and visual elements

  • Crosshair / reticle / cursor — for aiming.

  • Target / enemy / ally indicators — icons, arrows, highlighting.

  • Direction / distance markers — the distance to a point of interest.

  • Path / route — visualization of the path (for example, in RTS or RPG games).

System elements

  • Settings — graphics, sound, controls.

  • Loading screen / progress bar — waiting for the game to start.

  • Main menu / mode selection screen — the starting point of the game.

  • Death / defeat / victory screen — the end of a round or game.

  • HUD (Head-Up Display) — all the permanent elements on the screen.

Additional UI elements

  • Score Popup / Floating Text
    Pop-up points for actions: kills, hits, combos, bonuses, etc.
    (For example, +100 for a hit, "CRITICAL!" on a critical strike)

Classification and Functions of UI Elements in GamesClassification and Functions of UI Elements in Games

  • Character emotes / lines / lines above the head
    Often used in online games — expressions like "Hi!" or "Thanks!".

  • Target left slider. This is a progress indicator showing how much is left to do before completing a level or a task.

​​​Classification and Functions of UI Elements in Games

  • Achievement notifications (Achievements)
    A pop-up window about completing an achievement or trophy.

  • Waypoints / navigation markers
    Arrows or icons indicating where to go, even through obstacles.

  • Capture indicator / interaction progress
    For example, when hacking a terminal or capturing a point.

  • Status effects
    Icons for poison, freezing, fire, buffs — usually next to the character portrait.

  • Cooldown / recharge indicator
    Visualization of the recharge of skills, items, weapons.

  • Sound / speech / voice chat indicator
    Shows who is speaking in voice chat.

  • Timer / countdown
    For missions, bombs, timed battles.

  • Loot popup / discovered items
    Small windows showing what the player has picked up (gold, an item, a resource).

  • Battle log / combat log
    A text feed with messages about events: "Enemy dodged", "You hit for 34".

  • Character portraits / party
    Displaying team members, their health, condition.

  • World-space UI
    UI "attached" to objects — for example, a health bar above an enemy.

  • Quest hints / search area
    Marking the area where the quest objective should be sought.

  • Bonuses / buffs (Buff popups)
    For example, «+10% Damage for 30 sec» with an icon.

  • Announcements
    A pop-up message about the start of an enemy wave, the approach of a boss, etc.

Examples of genre-specific UI (User Interface):

  • Racing: tachometer, speed, track map, race position.

  • FPS/shooters: ammunition, reload indicator, kill feed.

  • RPG: character levels, experience, skill tree.

  • Strategy: building panel, unit list, resources.

  • Sandbox / survival: temperature, hunger, fatigue, crafting.

a table of the most common elements found across different genres.

UI element What it shows Where it appears
HP (Health Bar) Character health Almost all genres
Stamina Bar Endurance Souls-like, RPG, action games
Mana Bar (MP) Magical energy RPG, MMORPG
Energy Bar Energy for abilities MOBA, shooters, RPG
Shield Bar Shields Sci-fi shooters
Experience Bar (XP) Experience to the next level RPG, MMORPG
Level Indicator Character level RPG
Ammo Counter Amount of ammunition Shooters
Reload Indicator Reloading Shooters
Crosshair Reticle FPS, TPS
Minimap Minimap RPG, MMO, strategy
Compass Compass Open World
Quest Tracker Active quests RPG
Objective Marker Objective marker Action games
Skill Bar Skill panel MMORPG, MOBA
Cooldown Timer Skill cooldown MOBA, MMORPG
Buff Icons Positive effects RPG
Debuff Icons Negative effects RPG
Status Effects Poison, stun, etc. RPG, action games
Inventory UI Inventory RPG, Survival
Equipment Screen Equipment RPG
Crafting Menu Item crafting Survival
Currency Counter Money RPG, simulators
Resource Counter Resources Strategy
Unit Panel Unit information RTS
Build Menu Construction RTS, City Builder
Population Counter Population Strategy
Wave Counter Wave number Tower Defense
Score Counter Points Arcades
Timer Timer Racing, arcades
Lap Counter Race laps Racing
Speedometer Speed Racing
Gear Indicator Gear Simulators
Radar Radar Simulators, shooters
Threat Meter Threat level Stealth
Visibility Meter Character visibility Stealth
Noise Meter Noise level Stealth
Detection Indicator Detection indicator Stealth
Hunger Meter Hunger Survival
Thirst Meter Thirst Survival
Temperature Meter Temperature Survival
Oxygen Meter Oxygen Underwater games
Sanity Meter Sanity Horror games
Fear Meter Fear Horror games
Relationship Meter Relationships with NPCs Simulators
Reputation Meter Reputation RPG
Morality Meter Karma/morality RPG
Dialogue UI Dialogue windows RPG
Subtitle UI Subtitles Any genre
Chat Window Chat MMO
Party/Raid Frames Player group MMORPG
Ping Indicator Network latency Online games
FPS Counter Frame rate Any game
Notification Feed Notifications Any game
Kill Feed Kill feed Online shooters
Scoreboard Scoreboard PvP games

Which UI is almost always present?

UI How common it is
Health bar ★★★★★
Minimap ★★★★★
Resource/ammo counter ★★★★★
Ability indicators ★★★★☆
Stamina bar ★★★☆☆
Mana bar ★★★☆☆
Hunger/thirst indicator ★★☆☆☆
Sanity indicator ★☆☆☆☆

It is important to understand that the absence of some element does not define the genre. For example, a game can be souls-like without a visible stamina bar, and an RPG — without mana. The genre is defined by the combination of mechanics, not by a single interface element.

For Metroidvanias there are their own characteristic interface elements. They partly overlap with RPGs and platformers, but there are also specific ones.

UI element What it shows How typical it is for Metroidvanias
Health Bar / Hearts Health ★★★★★
Energy/Magic Bar Ability energy ★★★★☆
Minimap World map ★★★★★
Room Map Explored rooms ★★★★★
Completion % Completion percentage ★★★★☆
Collectibles Counter Collected items ★★★★☆
Ability Icons Acquired abilities ★★★★☆
Key Item List Key items ★★★★☆
Boss Health Bar Boss health ★★★★☆
Currency Counter Currency ★★★☆☆
Fast Travel Menu Fast travel points ★★★☆☆
Quest Log Quest journal ★★☆☆☆
Stamina Bar Endurance ★☆☆☆☆
XP / Level Bar Experience and levels ★★☆☆☆

Especially important UI for Metroidvanias

  1. World map
    • Shows opened and closed areas.
    • Often the main interface element.
  2. Completion percentage
    • For example: 67%, 92%, 112%.
    • Helps in searching for missed secrets.
  3. Ability indicators
    • Double jump.
    • Dash.
    • Wall climbing.
    • Flight, and so on.
  4. Secret markers
    • Sometimes show found or undiscovered stashes.

Examples

  • Hollow Knight
    • health;
    • Soul energy;
    • map;
    • money (Geo).
  • Ori and the Will of the Wisps
    • health;
    • energy;
    • map;
    • skill tree.
  • Castlevania: Symphony of the Night
    • health;
    • mana;
    • experience;
    • castle exploration percentage.

The user interface acts as a fundamental element that determines the quality of the player's interaction with a digital game. The analyzed UI elements demonstrate diversity both in form and in functional purpose — from basic status indicators to dynamically adapting feedback systems. The classification proposed in this article makes it possible to gain a deeper understanding of the logic of interface architecture and can serve as a basis for further research in the fields of ergonomics, game design, and user experience. Looking ahead, particularly relevant issues include UI adaptivity, personalization of visual display, and integration of interface elements with the context of the game environment.

See also

  • [[b12586]]

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