Game Loading Screens: What a Transition Lets Players Do
Game loading screens can show progress, blend into travel or leave room to play. Read a 2023 interface study and compare two historical examples.

Give the transition a clear purpose
Game loading screens can tell a player what the software is preparing and which controls are available before the next scene opens.
Imagine a fictional observatory game. The player has left a courtyard and is heading toward a telescope room. One design shows a panel naming the destination. Another lets the player ride a lift with a view of the grounds. Decide what the player should understand before asking which version looks better.
Four questions describe one interface
Antognoli and Fisher’s 2023 interface study inventoried a convenience sample of 139 games. The framework describes noticeability, place in the fiction, available input and uses such as teaching or distraction.
For the fictional observatory, consider a panel mounted inside the lift that says the telescope room is being prepared. The panel belongs to the setting and makes the wait explicit. Add a button to inspect the floor plan and the same scene offers an action. Each choice changes a property of the transition.
An elevator keeps the usual view
The study describes elevators in Mass Effect (2007) disguising loading while preserving the usual gameplay camera. The rides can also carry fictional news or character conversations.
The observatory lift could introduce something useful about the next room. A view of the telescope from below might show which staircase leads to its platform. Decide whether that sight is optional context or information needed to proceed. If it is required, make it available after arrival so someone who looked elsewhere can still find it. A permanent stair marker at the exit would preserve that clue.
An announced load can leave room to move
The authors describe the Animus transition in Assassin’s Creed (2007) as a loading scene that belongs to the story. It lets the player move while the next area is prepared.
Interactive loading in the observatory could offer a spare dial to practice turning before reaching the telescope. Give that activity a clear end. For example, allow the player to set the dial down when the room opens. If the transition moves them automatically, show when the controls will change so a practice input does not become an unintended action in the new room.
Show what is ready to use
For a loading screen design exercise, give each message a job. “Preparing the telescope room” describes work in progress. “Enter the telescope room” names an available action. In the fictional interface, reserve the second message for the moment when entry is possible.
Suppose the room is ready while someone is still exploring the floor plan. An entry control lets that person choose when to move on. If a transition ends automatically, a visible arrival cue could make the handoff easier to follow. These two handoffs are proposals for the observatory.
Use the study to describe the design
The inventory drew on available documentation. Its selected cases do not establish prevalence, and the study did not benchmark loading speeds or experimentally compare player preferences.
To evaluate the observatory example, record when the room becomes usable, which inputs work before arrival and whether players can identify the next action. Ask separately how they felt about the transition. Use those records to judge whether loading transitions communicate readiness. For a timing comparison, start the clock when travel begins and stop when entry first becomes possible.
Keep exploring
Sources & further reading
- Antognoli and Fisher (2023): Full DiGRA paper on video game loading interfaces ↗
- DiGRA Digital Library: Publication record for the same study ↗
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