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

Koster Koster
Wed Jun 2 18:50:58 CEST 1999


> -----Original Message-----
> From: Matthew Mihaly [mailto:diablo at best.com]
> Sent: Wednesday, June 02, 1999 1:58 PM
> To: 'mud-dev at kanga.nu'
> Subject: RE: [MUD-Dev] Languages (slightly offtopic, was Text Parsing)
> 
> 
> On Wed, 2 Jun 1999, 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?
> 
> I will give a qualified 'yes'. Our game could not exist without a command
> interface.

How many of said commands are customarily abbreviated to the point of not
being English anymore? (eg, n, s, w, e, d, u, k, g, i, and other common
single-letter shorthand command abbreviations?) Would directions, GET ALL,
INV, EQ, WHO, and others be better served by the numeric keypad, arrow keys,
or function keys?

> There are thousands of commands,

How many of them are really useful to the game mechanics (eg, dispense with
all social commands, repeated verbs, etc?) How many of them are alternate
verbs created for basically similar functionality, perhaps distinct for the
purpose of addressing different item classes (eg, the old difference between
DRINK BOTTLE and QUAFF POTION)? Or verbs that could be eliminated through
parameterized commands that are made verbs for shorthand purposes?

>  and they must be executed in
> quick succession. During combat, anyone who hopes to have any chance uses
> an elaborate system of macros to string together various commands (or just
> to speed up the time it takes to type a command like FLING TOWER AT
> BUBBA). I have yet to see a graphical game that comes anywhere near to our
> game in terms of complexity,

I don't know enough about your game to judge, but I'd expect the problem
domain for the interface to be different enough that it's hard to make a
comparison. EG, in UO the whole complicated "put 25 of these 30 garlic bulbs
in the bag inside the chest that is on the table under the clock" thing is
trivial. In EverQuest it's plain irrelevant--there's no drop command. In
Asheron's Call the process of firing an arrow requires mentally calculating
the angle at which to fire the arrow upwards so that it arches down on your
enemy--in text this would be hideous, and probably pointless.

>  and I'd be a bit stumped as to how to give a
> user the option to execute all those commands himself without a command
> line interface (note also that for flexibility, it's necessary to have the
> option to type the command OR make a macro with zmud or our internal
> system).
> --matt

I may be interpreting this too literally, but it almost sounds like you
require your users to program (macros are simplistic programming, IMHO) to
be successful in managing the interface. Would it be simpler to allow
players to set up chains of commonly used commands via an iconic interface,
and set them off with a single function key? Is the requirement to program a
design choice that isn't expressed literally as "a requirement to program"
or is it because of the game pace or because of the interface being too
complex? If you need action that quickly, would a gestural system via the
mouse actually be faster?

Not knowing your game well enough, I can't really answer any of these
things, of course, so it's all just speculation and curiosity on my part...

-Raph


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