Another World, also known as Out of This World in some regions, is a classic video game that was first released in 1991. Developed by Eric Chahi, this game is often considered one of the most influential titles of its time. One of the most notable features of Another World is the lack of user interface (UI) throughout the game.
Unlike most video games, Another World does not have a HUD (Heads-Up Display) or any other form of UI that would typically appear on the screen. This design decision was deliberate and aimed at creating a more immersive experience for the player. The lack of UI allows players to fully immerse themselves in the game world without any distractions or clutter on the screen.
This design choice was especially notable considering the era in which Another World was released. At the time, most video games relied heavily on UI elements to provide players with information such as health bars, ammunition counters, and maps. The absence of these elements in Another World was a bold move that demonstrated a new approach to game design.
Another World’s lack of UI also meant that players had to rely on visual and auditory cues to navigate the game world. For example, the game’s protagonist, Lester, does not have a health bar, and the player must instead rely on visual cues to determine his condition. If Lester is injured, he will limp, and if he is killed, the screen will fade to black.
This reliance on visual cues was also extended to puzzles in the game. Players would need to use environmental cues such as background objects or changes in lighting to determine how to progress through the game. For example, in one section of the game, players must navigate a dark cave using a flashlight to reveal hidden paths and avoid deadly hazards.
The lack of UI in Another World also created a sense of mystery and intrigue throughout the game. The absence of traditional UI elements meant that players were never entirely sure of what was going on or what they were supposed to do. This ambiguity added to the game’s overall atmosphere and made players feel as if they were exploring a strange and unfamiliar world.
Another World’s minimalist approach to UI has influenced game design ever since its release. Many games have adopted similar design choices, such as the survival game Rust, which has no traditional UI and instead relies on visual and auditory cues to provide players with information. Other games, such as Limbo and Inside, also use a minimalist approach to UI to create a more immersive experience for players.
In conclusion, Another World’s lack of UI is a notable aspect of its design and has had a significant impact on the gaming industry. By removing traditional UI elements, the game created a more immersive experience that required players to rely on visual and auditory cues to navigate the game world. This approach to game design has since been adopted by many other games and has become an influential design choice in the industry. Ultimately, Another World’s minimalist design remains a hallmark of video game history and a testament to the power of immersive gameplay.