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Traditional Roguelikes (Turn Based) / Re: A Fan Type Analysis of Roguelikes
« on: January 02, 2012, 05:12:44 AM »And please tell me again how the nethack towel is more intuitive than my paperdoll suggestion.It does only have put on and wear. After trying those out I can be sure I have exhausted equipping possibilities.
Forgive me, I've never played nethack, but how do you know that you only have those two options? Is it intuitive that you can only do those, are they listed as possible actions or is it found by trial and error (serious question).
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QuoteThe paperdoll is not a menu, it is half of an interaction context.A menu is not an interaction context then? It could have menu items with hands and head. How is that different from an image?
Interaction: head interact with helmet. hands interact with weapon. The result of these interactions are easy to guess, hence more intuitive.
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QuoteWell 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.While I fully agree with second part of this sentence the first assertion eludes me. In what way is it more intuitive?
By mimicking the way real world objects work, it's more intuitive. Real world objects don't exist in a vacuum, they interact. Hence interaction context. Compare 'use meat on fire', to 'select meat, press c'. At face value it's obvious that I can guess that the first will result in either cooking (or burning ). The second is only understandable in this discussion because I contrast it with the contextual example. If I just come to any non-RL player on the street and present one of those two 'commands' and ask them to guess what happens, the first would garner far more correct guesses.
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For examples of good context sensitive UI's I suggest taking a serious look at Ultima 7 through Ultima Online.I did so a few years ago. Played on a private server. I loved how you could double click an empty pitcher and target a cow to get milk. However, players were upset there was no possibility to empty it without drinking the contents. Developers acknowledged it and proposed double clicking on a non-empty pitcher would also ask for a target. Picking ground would pour contents out. Yay, intuitive and simple! But then there were cries drinking does not work intuitively and bug reports one can't target other people to feed them. Players were led thinking if a target is asked for one also can pick other players and NPC.
The gripe I have with Ultima is you never know the boundaries of its UI. A strict set of commands is just easier for me to grasp.
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I completely agree with you, but as I stated in my response above, just because you can find some failure in the UI presentation, it doesn't prevent the UI from being an unqualified and enormous success in intuitively presenting complex gameplay. It does take extraordinary effort to design interactions well, but the result is very much worth it.
Anyways, I've hijacked this thread long enough, I'm pretty sure we understand each other, and I respect your opinion, you've made several valid points that have got me thinking. I hope you've learned a little bit from the conversation too.
Sincerely,
Mouse based interface fan