[MUD-Dev] Languages (slightly offtopic, was Text Parsing)

Greg Miller gmiller at classic-games.com
Wed Jun 2 16:26:22 CEST 1999


Well, folks, I apologize for jumping in *again* and filling up your
inboxes, but this has been such an interesting thread...

"Koster, Raph" wrote:
> 
> This whole thread begs the question of whether English-language commands are
> the way to go at all. :) Granted, I am biased as I am currently working in a
> graphical environment. Then again, it's interesting to see what elements are
> made text commands and what elements are made graphical interfaces in the
> various graphical projects too.
> 
> Is it desirable, even in text environments, to have the command interface be
> words?

My opinion at this point is "absolutely not". Based on my contact with
users, I think single-letter multipurpose commands are a major
improvement, and there might be even better approaches for text
interfaces. Most new users would likely prefer to [U]se item [1] instead
of "wield sword"... especially since "wield" isn't a word most people
will use in a given year. The biggest problem that stops me from using
this single-letter approach is that it will result in a highly modal
interface, which is a very bad thing for the experienced user,
particularly when it comes time to PK fight. You don't want to have to
back all the way out of nested menus when someone attacks you. I've even
gone so far as to use mud-style commands for my version of Tradewars
(http://www.classic-games.com/tw.html) to avoid modality.

--
http://www.classic-games.com/
President Clinton was acquitted; then again, so was O. J. Simpson.
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