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

Jon A. Lambert jlsysinc at ix.netcom.com
Wed Jun 2 19:57:23 CEST 1999


On 2 Jun 99,, Greg Miller wrote:
> "Koster, Raph" wrote:
> > 
> > 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. 

I'm 90% certain my users will prefer to drag the word/object "sword" from 
their avatar's scabbard and drop it on their avatar's hand.  Or if it's 
in their backpack, right click on "backpack" to bring up the contents 
list, drag "sword" from the list and drop it in their avatar's hand.
Or if it's on the floor of the room they occupy, drag the "sword" from
the room contents window and drop it on the avatar's hand.

>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.
 
I love Tradewars.  That was one of the first "muds" I played.  I ran 
versions of it on both a C64 BBS, and later, a DOS BBS.

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