@Derp said:
Some of the suggestions made just seem like adding features simply for the sake of adding features, even if they don't actually improve upon anything. Sort of like this idea of buttons for all the commands. What does that accomplish that your welcome screen on a mush can't? 'Hi player, we assume you're new, here's what you need to get started.'
Huh? It accomplishes the difference between this:
And this:
The top one is better software, the bottom one the largely preferred software. No doubt this is in part because the instructions on the top one, like the welcome screen of a MUSH, are soon scrolled away and you've got to memorize instead of just sort of peer around the window and poke things until you find the command you want. Or the one you used last time and forgot, dammit.
And indeed, I'd have buttons for the to-room RP stuff. Or, well, an input box that that let you toggle between say, pose, emit, or raw-to-MU. Other stuff in drop-downs that you can bring up or turn off. Everything ought to tell you what the actual command is, same way a lot of software will display the hotkeys for commands next to the command's dropdown.
I've been playing these games, across a pretty good variety of codebases, for some twenty years. Yet I still can find ones where I simply cannot be arsed to check out the game because I don't know the command lines for simple shit, like reading their damn bb. I already know what a MU is, and I already know that I like them, yet I cannot be arsed. This is probably why new users are dragged in by existing users; they can only be arsed when a personal friend hypes the games to them. It's simply too much work to just check it out for the heck of it. Bunch of buttons to poke? Less work.
I am pretty sure that users, mostly, sort of like exploring by clicking buttons to see what can be done, but they don't like reading documentation, taking tutorials, or memorizing command lines.