Ask HN: Minecraft's UI element style (vs. modern flat glass interface)
19 points by xeonmc 4 days ago
Given the recent WWDC announcement of Apple’s Liquid Glass design language and the subsequent discussion on their functional usefulness in conveying visual hierarchy of affordances, I’m wondering if some lessons could also be taken from an environment that had evolved in parallel -- that of video game interfaces, whose trend initially started out being a vehicle to facilitate immersion via stylized decorations (see: Warcraft and StarCraft), then underwent a phase of minimalism (reflector sight-esq monochromatic HUD overlays) before finally settling on something that is a mixture of stylized and functional thanks to a design pressure of needing to convey glanceable information during fast-paced gameplay without getting in the way.
For a specific case study I’d like to ask what HN thinks of the UI design language of Minecraft, specifically the semi-3D button and slider looks motivated by a need to convey visual hierarchy given a constrained pixel-art granularity budget.
It utilizes different shades of grey borders to convey a sort of faux surface-normal highlight on beveled edges to indicate whether the element is raised or sunken.
I think this is an interesting innovation of min-maxing the visual complexity budget, perhaps the modern beveled-glass design language could draw some inspirations from here?
> It utilizes different shades of grey borders to convey a sort of faux surface-normal highlight on beveled edges to indicate whether the element is raised or sunken.
You mean this? https://feedback.minecraft.net/hc/user_images/01HQQV8HYE6GKB...
That's the Windows 9x style ported to a low resolution UI, probably with some shaders because computers today are fancier than 1995. It's not interesting innovation, though I agree it's much better (and feels better) than the flat UI boring aesthetic.
Behold the peak of desktop UIs: https://blogs.ubc.ca/nancyhuang/files/2015/10/Windows95.png
See also SerenityOS with an Office 2000 look which added some flatter UI concepts, yet it still is tastefully tactile and three-dimensional: https://raw.githubusercontent.com/SerenityOS/serenity/refs/h...