@Derp said:
Sometimes, coding for the LCD is not the most viable option, and expecting players to put some investment into learning the system and the command structure does, in fact, end up being your best option, even if it's not perfectly intuitive for a newbie or is somewhat complex.
Absolutely. If you're doing WoD (or D&D, or some other established system) then there's a benefit to sticking with their system. Anyone who learns WoD will be able to understand the mechanics of your game.
I personally prefer creating my own combat systems from scratch, because I feel like I can create things that were designed to work specifically for my game. When I've tried to adapt WoD or D&D for MU*s before, it can sometimes feel like I'm trying to shoehorn a square peg through a round hole.
But I'm also not necessarily talking about that. I'll give a few examples of some things that I think could be more intuitive:
Pose/Emote: While I think that "emote" is probably a more intuitive command for new players (since its used in chat rooms and other places, and everyone knows what emoji is currently) ... it still feels a little un-intuitive to me in the way that it's often executed. Is there any reason that, if I were to design a game from scratch, I couldn't do this:
The winter wind howls as it tears through the camp, blowing snow about wildly in its bitter dance. Around the campfire, those gathered to listen in to the storyteller's yarn huddle closer to the flickering flames, struggling to stay warm even as the fire weathers the start of a frozen night. A young babe begins to cry, pressing its red nose to @mother's breast. "Come, little one", @ says with warmth in his old, learned voice. "Do not weep so. The Ice Spirits are hungry, but they cannot hurt you here. The magic of the Tale keeps them at bay. Let me tell you a story ..."
As @ transitions into the start of his story, he pulls @hood up over his head and throws a handful of some strange powder into the fire. Suddenly, the waning flames leap into the air, coming to life in a burst of color: red, blue, purple, green. The fire dies down a moment later, but stands taller and stronger against the whipping winter wind than before.
In the above cases, instead of creating different types of command qualifiers for emoting/saying/talking, I'm basically letting people write prose freely, and just letting them use @ for when they need to target themselves, an object, or another character. A modern engine will see @ and parse, knowing that we're now talking about an emote. It can even parse secondary words like tell/whisper/shout/say/etc, so that you don't need seven different commands about talking. One command that's smart enough to figure out what affects to apply to your character's speech can be enough.
What about status commands? To look at your score sheet, or see what affects might be on your character? To look at your account information? To see how many players are online?
What about using simple GUI menu interfaces that can plug in to MUSHclient or a webclient? It doesn't have to mean anything fancy, but even a simple health bar and menu buttons can go a long way towards making the interface a little easier to get for new players. Many new players claim to be turned off by ASCII prompts and ASCII representation of things. Why do we still rely on ASCII when webclients and MUSHclient can do GUI rather easily nowadays?
What about tying the backend of your help files in-game to an actual help wiki with organized hyperlinks, using more very simple GUI?
What about web-based OLC (some engines do it) to help with building and remove the need for developers to understand strange building tool/soft-code syntax?
I like to think about something that I refer to as "player command upkeep". Can I look at my game's commands, watch players/testers, and say, "Hmm. They're having to use the 'scan' command every few seconds while they're out in the wilderness. Is that too much?" ... or, "Wow, they have to type seven commands just to empty out their backpack, organize the items on a shelf, and then fill their backpack up with water bottles. Why so much spam?"
So, what can we streamline? Combat's its own, separate sort of thing. It's the most common interfaces and commands that I think are most worth looking at. Consistency in syntax style across all social commands. What's the simplest approach to emoting/posing that still allows for the same breadth of versatility?
Why have players use '*' or '~' or '%' to target other objects/characters in emotes/etc, when they're used to using '@' nowadays in social media?
I'm pretty much throwing a ton of random thoughts out there, but they're just a sampling of the sorts of things that I think about a lot. I've played and designed MU*s for so long (as have many of you) that it's really easy to take for granted that something should work a certain way just because it's always worked that way before.
If you're starting from scratch, or near scratch, I've definitely found it worth it to keep your end goal/aesthetics in mind, but be open to considering each command and whether or not it could be streamlined and made more intuitive for new players.
That doesn't mean designing for the Lowest Common Denominator (I don't think I'd call new players that anyways, they're just inexperienced; each one of them could be a gold mine of potential). It just means challenging myself to spend some time really thinking about how the interface could be better, easier to learn, more intuitive, and all without sacrificing versatility and function.
Ultimately, I'd rather make vets learn new syntaxes if it means new players will be able to catch onto those syntaxes easily. Vets have played enough different types of MU*s that adapting to new syntaxes is much, much easier for them than it is for new players.