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« on: September 20, 2011, 06:32:43 AM »
Hey just in response to the 3rd podcast comments. Mainly in the confusion of mine and Erez's like of the interface of Brogue. I probably overstated how good the graphics were, (and as podcasts are live it is difficult to always fully think out something before you say it) but I would very much stand by my statements that the game has a good interface/ controls. Particularly it bypassed some of the hardships of learning a new roguelike(hey, all items are used through just one button? And all the somewhat complicated items and monsters are explained through an easy to use tooltip!) and combined it with familiarity from other roguelikes (num pad movement? Oh boy!)
The thing is is that there is no one size fits all solution to UI, depending on your audience you need to use a different solution. Not every game is trying to draw in players from outside the genre (I would argue that very few actually do). For instance in the case with cardinal quest. I actually had more trouble (or at least annoyance) with the controls than I did with Brogue. Primarily because they were different than what I was used to. Even after I got used to those controls, I was still annoyed with how limited they were in some ways. Where I can fly through many games with more traditional controls, after several hours with cardinal quest I was playing about as fast as I was after the first 30 minutes figuring out the game. Obviously playing a game really fast isnt the best way to look at a ui, but not being able to play as fast as you would like becomes a problem and an annoyance after a while.
Now certainty cardinal quest has a UI and control scheme that is really nice for new players, and if that is your audience for the game then that is perfect. But saying all games should be designed for players of that level of familiarity of the genre is silly IMO.
What I would realy like to see more in roguelikes are more options for control schemes. Sure, make a newbie friendly control scheme default. But throw the hardcore roguelike fans a bone, add in a more traditional control scheme as well. They will look for it in your game (or at least I will).