I think I have got an idea for a maybe interesting poll/exercise. Let's take ADOM as an example of a roguelike with traditional UI. Implementing which of the following proposals would make it a better game?
Proposals that depend on dubious assumptions:
- 1. Add beautiful graphics.
- 3. Point-and-click interface. Like Dredmor. You see your inventory as a window, left click to use, drag to pick up/throw/drop/equip. Similar windows for "main menu", "skills", "quests", and so on.
- 9. Unlockable characters. New players can only play Human Wizards, Archers, or Fighters. Other 197 race/class combinations need unlocking. The amount of decisions you need to make is too intimidating for a new player.
- 15. There are three "pick up" commands, three "drop" commands, two "pay" and two "pray" commands. *ONE* SHALL BE ENOUGH!
- 16. Too many "display foo" commands! There should be one command (say, @ - display character information), which shows a menu with all the options, if they are really necessary.
- 17. Make movement four directional. People play on laptops nowadays, how are they to move in 8 directions?
- 29. Limit the inventory. Strength of Atlas or not, it's simply hard to use the inventory when you are carrying 200 items!
Beautiful graphics, sure, people like 'em. But IMO, only if you can do it and still have a tactical display as useful (in terms of CLEAR distinctions and large field-of-view) as the current one. This isn't a no-brainer. I for one don't know how to do it and have never seen it done to my satisfaction.
Point & Click interface. Imagine you have somebody doing things for you but you cannot tell him or her what to do. Instead, you can only point at things. 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? I'm not really opposed to the mouse-interface idea, although it's not my cuppa. I just doubt that the point&click language is expressive enough. Oh, you can MAKE a point&click language that's expressive enough, if you use enough fiddly menus to provide symbols it would be easier to just type, but wouldn't it bear the same relationship to "intuitive" use of the mouse that ASL or ESL bears to "intuitive" talking gestures? -- ie, if it's that complex, it becomes a language with a syntax and grammar (or a pile of menus) that needs to be learned. It's the complexity, rather than the keyboard/mouse mode, that presents a learning curve, and I haven't yet really seen languages of equal expressiveness that aren't equally complex.
Unlockable characters isn't really an interface-related idea, IMO. I will however agree that certain combinations could be marked as "challenging" or "not suitable for beginners" and it might be a net win for newbie experience.
The "redundant" command scheme has commands that do slightly different things or operate differently. Extended drop is not drop, for example, because it allows the player to drop more than one thing during the same game turn. That's a game difference in the effect, not just an interface difference in how the player invokes it. That said, you could preserve the game mechanics (player is allowed to drop multiple things at once) by having the "drop" command take zero time if the previous command was also a "drop", and this would, IMO, be a good interface change because then the player wouldn't need to know about extended drop. But extended drop is *still* more convenient and faster (uses fewer keystrokes) for dropping multiple things at once, so I wouldn't get rid of it. I'd just remove its explanation from the "quick start" guide to the commands, or possibly make it part of an "extended" or "expert" command set.
I'm with you on newbies not needing to memorize all the different "display foo" commands, but I would never use the space in a character information screen to display a menu option if the same amount of space could display the information itself. For example, I would never show a "display gold" menu item rather than a "Gold:1000000" display item. Also, even if you have your "display everything" command that can be the only one newbies need to remember, the "display one thing" commands are still a convenience, in that they display desired information without breaking flow by going to a different screen. So once again, this is the difference between the "quick start" command set which is everything a newbie needs to know to play, and an "extended" or "expert" command set which contains all the conveniences and specialized commands.
Actively bad ideas that simplify (or obfuscate) the game instead of the interface:
- 2. Combine Eat, Drink, Zap, Read, Use, etc. as a single "use" command.
- 4. Mechanics should be clear. I want to be able to tell whether +2 St or +2 Dx is better.
- 5. Permadeath should be only an option. People want to win!!
- 7. Single use for each item. Some things are equipment, some things are melee weapons, some things are missile weapons, some are one-use or multiple-use items. Who does wield a non-weapon or throw a non-missile anyway?
- 10. Equipment choices are bad. Make it obvious which armor or weapon is better. And if it is, equip it automatically.
- 11. Remove the horoscope. Who has time to read 148 lines of manual. The effects of Silvernight/Darknight are negligible, and other sign effects are too random.
- 14. There should be no "clean ears" or "wipe face" command, this is clearly a bad design. Two extra keys to remember for almost no reason.
- 17. Make movement four directional. People play on laptops nowadays, how are they to move in 8 directions?
- 23. Avoid using numbers. Present them using bars, colors, qualitative descriptions, and so on.
- 29. Limit the inventory. Strength of Atlas or not, it's simply hard to use the inventory when you are carrying 200 items!
Uh, no. These aren't interface improvements: they are proposals to change, obfuscate, or eliminate the player's need to understand the rules of the game. These are categorically different things from interface changes.
It's true you can put a simpler interface on a game if the game itself has simpler rules. Dungeons of Dredmor wanted to use a very simple language for its interface, so it had to be a game with relatively simple rules. That's fine. But ADOM is a game that already has rules, and part of being good at the game is to understand the rules well enough to decide for yourself whether this armor will be better for you than that armor, or whether +2 str is better in your situation than +2 dex.
If you make changes like this, the resulting game will not reward the same strategic skills that ADOM rewards. That's a very different thing from making ADOM easier to play.
And our final category, is Good ideas (although, in some cases, only good if you can figure out how to do them):
- 6. Rules should be clear. I want to make informed decisions, not die because I did not know something.
- 8. Make the process of character creation easier. One screen when you can choose all of the options.
- 12. Tooltips. Moving mouse over anything should tell you what it is.
- 13. Ability to record macros.
- 18. A way to configure the keyboard layout with an intuitive menu.
- 19. A way to configure other options with an intuitive menu.
- 19. Sound effects, as an alternative to reading the message log.
- 20. You should be able to target your missiles with mouse.
- 21. Effects of your actions should be visible on the screen so you won't need to read the log (for example, animated drops of blood when you hit or are hit).
- 22. Spell screens should show the numbers (damage etc), instead of requiring us to consult the manual.
- 24. Add an option to use VI key movement.
- 25. No, rather add an option to use something natural for movement.
- 26. Monsters should be accompanied by UI elements which show important information about them, like health bars.
- 27. Please don't quite the game after losing, maybe I want to start a new one.
- 28. After the PC dies, show a menu, rather than a sequence of questions (do you want to see your inventory? do you want to see high scores? do you want to create a final log? etc)
6, 22 are just examples of explaining the darn rules.
12, "saying what it is" is a reasonable default for having the mouse on something.
13, 18, 19a, 24, 25 are all special cases of "rebindable commands with a few good presets."
19b, Sure, another channel is good. Requires a vocabulary of sound symbols at least as complex (and having as much learning curve) as the log you intend to make it possible to skip, but might help out blind players.
20. Targeting is a pointing task, and mice are really good for pointing.
21. Sure, another channel is good. Requires a visual vocabulary of symbols at least as complex (and having the same learning curve) as the log you intend to make it possible to skip, but might help out dyslexic players.
26. I think the most important things that ought to show about a monster are:
- its type (usually by default on the map)
- its present location (usually by default on the map)
- its health (a health bar is fine)
- its timing (does its next action come before yours?)
- its primary wielded weapon
- extended information might include its damage distribution and armor.
Bear