Thoughts on Skeuomorphic Menu Systems

The tradeoffs and benefits of pseudo-realistic menu design

Charlie Deets
7 min readAug 14, 2017

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Recently I’ve been playing Splatoon 2, which is a team-based third-person shooter available on the Nintendo Switch. To move between different styles of gameplay, the player must physically move their character in 3D space around a place called Inkopolis Square. This isn’t necessarily a new mechanic in games, but Splatoon’s implementation of it is particularly bold.

Moving through 3D space to make selections

The square acts as the main menu to the game, giving players the ability to start solo play, online play, local play, purchase items from vendors, and more. Most of the areas have non-obvious names like Octo Canyon, The Shoal, Grizzco, and Galleria. The game encourages players to move around the square and figure out what these various places do.

My Squid Kid in the middle of Inkopolis Square, the main menu of Splatoon 2

At the same time, there is a persistent overlay in the bottom right corner which lets the player know they can access a menu with the X button. When the player taps the menu button they get a more traditional menu system which allows them to quick travel to any of the…

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