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Traditional Roguelikes (Turn Based) / Re: A Fan Type Analysis of Roguelikes
« on: January 01, 2012, 02:45:50 AM »Quote from: Bear
Now, I have two questions; first, can this really express everything you need done? Second, if it can, is it still actually simpler than a command interface where you tell the guy what to do?
Bear, perhaps I did misunderstand, I thought you were talking about an expressive interface, not a universal interface where you can apply standard commands to anything. In that case keys are better, but I've never played a game where you can 'eat' anything, or 'read' anything.
In regards to attempting to apply objects in incompatible contexts. Doesn't the same thing happen in life? You try to wrap your feet in a towel and it just doesn't work? What's wrong with that compared to a key command? As long as there is clear feedback as to what the effect of an action is, I don't see anything wrong with it. It's just akin to pressing a key that has no effect when something is highlighted. And please tell me again how the nethack towel is more intuitive than my paperdoll suggestion.
The paperdoll is not a menu, it is half of an interaction context. Because we're playing games where items have some loose isomorphism with their real world equivalents we're able to make educated guesses about the effects of certain actions. Using a helmet on a head? Using a potion of acid on a head? It's up to the designer to make good decisions and comprehensive interactions. Well designed commands with context are always far more intuitive that contextless commands, and such a mouse UI, while less efficient than keys, can be designed to map to thousands of different game actions.
Perhaps you've developed such a history with roguelikes that a roguelike context automatically triggers recall of any key command you want. This is not the norm for casual players (like myself).
For examples of good context sensitive UI's I suggest taking a serious look at Ultima 7 through Ultima Online. They progressively get better and better, and by the time Ultima Online comes along, the depth of actions is enormous, larger than many roguelikes I've played. This includes extensive harvesting, crafting, enchanting, commerce (including bartering), training. If you like, I'm sure you can pick it apart and explain how one missing feature makes this a poor UI for a 'real roguelike', but the UI is an overwhelming success and can be adapted to suit many actions.