I noticed I was mentioned, then realized that was a lot of pages ago...
I agree generally on there being opportunities to improve on UX in these games, but as usual it depends on the goal with your game. In Evennia's case we see people both from the Mud and Mush worlds (as well as some other sub genres). Some can't wait to replace Evennia's "mux-like" defaults for something they deem better in their view. Others instead complain that Evennia is not similar enough to their game of choice and do their damndest to reverse- port it.
Now, in Evennia's case the user can by default alias commands they don't like to something they prefer ( including remapping inputs, defaults etc), and store that with their player account. So at least in theory this allows users to make their ui experience more suitable to their tastes without coder intervention. Then again, the same is possible in most respectable clients so it's hardly revolutionary.
In the next Evennia version we are following Ares' lead and are allowing you to ignore prefixes you specify. So unless you explicitly create a command @desc
, but call it just desc
, then you could use @desc
, +desc
etc and it would all be identified as the same command. A small, but practical way to sidestep the legacy of those commands while retaining familiarity for the old hands (kudos to @faraday for the idea).
With the availability of web clients, I can't help but think we have only touched upon the possibilities with making awesome UI:s for this genre of games. Like @Ashen-Shugar I'm not primarily a front-end guy, but it's something I hope to explore further.
.
Griatch