A look at the elements of God Of War 2018
- ayaan anand
- Jul 11
- 6 min read
I love video games, since I have been 6 years old I have been playing them, ever since my parents first entered our home with a Playstation 1. I have decided to add this section to my portfolio to mix my love for design and gaming. This is where I will be going over my favorite video games and discussing the UX and the UI for those games.
To that end I am starting with one of my favorite games of all time. God of War 2018, this is a soft reboot of a well established Playstation IP from the PS2 and PS3 era. Looking into redoing Kratoss' character the game also makes other changes to the classic hack n slash franchise. God of War 2018 coincidentally also came out the same time as I took my first UX class, this is where I first realized the importance of good UX. It was such a fun experience breaking down and studying why the developers made the decisions that they made.

This game succeeded in its herculean task of redefining not just Kratos but exceled in developing a story that shows growth in the relationship between a father and son.
Since it was tonally such a different game Sony Santa Monica had to redesign not just the tone, gameplay style and camera work but also the UX/UI experience.
For the purposes of this post I will be focusing on the UI, the navigation in the game and other notable features that were overhauled or added to this soft reboot.
The beginning of a new journey with a new look
The game takes a very minimalistic approach compared to its predecessors. The main menu itself is just a screen of Kratos preparing to swing his axe, with an option to start a new game or go to settings just two options and a very quiet main menu, comparing this to the games predecessor which had a very bombastic opening with a destroyed Greece in the background and an angry Kratos on the forefront.
After starting a new game the player receives a simple instruction of pressing the R1 button to cut down a tree. Corresponding with the rather mellow start to the game.


Once we successfully manage to chop the tree down, the game very subtly tells you how to move and cuts to no UI on screen until you reach the boat. Once at the boat the player receives instructions to press the 'O' button and enter the boat and then you the player gets their first quest update ever in the game.
The UI interferes so little, giving players just the right information they need and letting them be in the world. Unless you are in a combat scenario or doing something within the game, the player's screen will not have any UI elements, letting players immerse themselves within the world. This also helps with the game's direction of being a no-cut, single-shot experience, another departure from the previous entries.
To further enhance this immersive experience, God of War 2018 offers an 'Immersive' mode in its HUD settings. This option allows players to remove most on-screen elements unless they are contextually needed, such as during combat or when interacting with specific objects. By enabling this mode, players can fully engage with the game world without constant visual distractions, aligning perfectly with the game's cinematic and narrative-driven approach." This placement will seamlessly integrate the discussion of immersive options into your analysis of the game's UI design, highlighting how these features contribute to player immersion and engagement.


The UI in the reboot is also less bombastic than that of its predecessors again leading to the point that GOW 2018 is supposed to be a different experience than before.

The changes to the UI all lend to a richer user experience for the player keeping their immersion in mind and reducing the clutter on screen. Aligning with the single shot aspect of the game as well it makes it a rich cinematic experience. The immersive mode makes sure that players are not overwhelmed in their journey with Kratos and Atreus.
Navigating the nine realms
I talked about the changes to the UI in this new soft reboot but that is just one part of a very big overhaul, another area where the player can see changes from the previous entries is the navigation aspect. God of War 2018 is a semi open world game allowing the players to go where they want when they want. Because of this certain changes needed to be made to not just the camera of the game but also the environments so that players can easily parse what is accessible and what is not.
The original games had an almost top down view of the gameplay and Kratos, while also being fixed to certain angles. The new game brings an over the shoulder camera to Kratos that also is able to be moved by the player 360 degrees. This helps with the navigation in the game due to its open world nature. Allowing the players to look around and explore the environments Kratos is in, enhancing player agency.

By allowing players to control the camera, the game provides a more intuitive way to interact with environments. Players can easily identify accessible paths and hidden areas, reducing frustration and enhancing exploration. This seamless interaction with the environment is a key aspect of a positive UX, as it empowers players to engage deeply with the game world.
The over-the-shoulder camera brings players closer to Kratos, enhancing our connection with him and making the story more impactful and emotional. This increases immersion and make the interaction in the game more personal to the player, a crucial aspect in a single player experience. Players can easily identify accessible paths and hidden areas, reducing frustration and enhancing exploration, improving the user experience of the player. This also improves immersion during combat phrases.
When it comes to navigation, one of the most significant improvements is the use of yellow markings on ledges and paths. These markings clearly indicate where Kratos and Atreus can interact with the environment, such as climbing or traversing specific areas. Importantly, these visual cues are not merely there to assist players or improve accessibility; they are intricately tied into the game's narrative. This connection enhances immersion, as players discover that these markings are part of the story, adding depth to their exploration and engagement with the game world. This version maintains your original points while providing a smoother transition between ideas, emphasizing both the practical and narrative significance of the markings.


These markings become familiar to the player and help them realize which area is accessible to Kratos. It also helps with the open world nature as players are less likely to get lost or stuck in the massive world.
Concluding the journey
We have talked about the more significant changes made to GOW 2018, but there was still room for improvement as sony santa monica added over 60 accessibility features in the sequel including the ability to customize captions and subtitles. Among the more relevant features there was also navigation assistance which helps players with navigation simply with the push of a button guiding them to various elements in the game.
They even allowed further customization of the UI elements such as scaling them and changing text size enhancing readability.
In conclusion, God of War 2018 stands as a landmark in game design, successfully reinventing a beloved franchise through thoughtful UX and UI innovations. By embracing a minimalist approach and integrating narrative elements into gameplay mechanics, the game offers players an immersive and emotionally engaging experience. The seamless navigation, intuitive camera control, and cleverly integrated visual cues all contribute to a user experience that is both rich and accessible.
However, as groundbreaking as these changes were, God of War: Ragnarok has demonstrated that there is always room for enhancement. With its expanded accessibility features and further refined UI customization options, the sequel builds on its predecessor's strengths while addressing areas for improvement. This evolution not only highlights the importance of continuous innovation in game design but also underscores the potential for future titles to push the boundaries of player engagement and inclusivity. As I continue to explore my favorite games through the lens of UX and UI design, I am excited to see how these principles will shape the next generation of gaming experiences.
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