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<H1>Re: [MUD-Dev] Usability and interface and who the hell is suppo</H1>
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<LI><em>To</em>: &lt;<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>&gt;</LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Usability and interface and who the hell is suppo</LI>
<LI><em>From</em>: "Travis Casey" &lt;<A HREF="mailto:efindel#polaris,net">efindel#polaris,net</A>&gt;</LI>
<LI><em>Date</em>: Sun, 5 Oct 1997 18:12:20 -0400</LI>
<LI><em>Reply-To</em>: "Travis Casey" &lt;<A HREF="mailto:efindel#io,com">efindel#io,com</A>&gt;</LI>
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<PRE>
Brandon J. Rickman &lt;ashes#pc4,zennet.com&gt; wrote:
&gt;On Sat, 27 Sep 1997, "Travis Casey" &lt;efindel#polaris,net&gt; replied:
&gt;
&gt;&gt;Are there any muds which don't have a "time based interface" (by which I
&gt;&gt;presume you mean a real-time interface, as opposed to a turn-based
&gt;&gt;interface).  Turn-based seems like it would be impractical for a mud -- if
&gt;&gt;one player has to go to the bathroom, should all the other players be put
on
&gt;&gt;hold until he/she gets back?
&gt;
&gt;A lot of things seem impractical for muds (like ZenMOO), but some interface
&gt;questions can't be solved with the typical assumptions of real-time
&gt;mud interaction.  Yes, in a turn-based mud you would have to wait for
&gt;AFK players, and perhaps this is such a fundamental change that these new
&gt;turn-based games fall outside of [the petty world of] mud-dom.  Should
&gt;we talk about these new play-by-mail-ish mud games?

Certainly.  :-)  Just taking turns eliminates some problems (like most
typoes, some advantages for scripters, and the advantage to being a fast
typist.)  Turn-taking also can allow for differential turn lengths -- that
is, the length of a turn in game time doesn't always have to be the same.
This makes long-term activities, such as training and travel, more practical
in the game.

I can't think of any way to utilize the latter aspect (which IMHO is the
best part) without moving to a small-group model more like that of paper
RPGs.  To do otherwise would require either allowing players to become
separated in time, which complicates things incredibly; or making everyone
do long-term actions at once, which seems too artificial if all the PCs
aren't in one group, or making those who are doing long-term actions wait
while others take lots of turns, which can be done without a turn-based
system.

&gt;So the player was unprepared due to stupidity, carelessness, or the
&gt;general unpredictability of the universe.  That the player made a typo
&gt;doesn't change the fact they were unprepared.  But to put it a different
way,
&gt;you would like to design the interface in such a way that the player
&gt;would be prevented from making mistakes.  Why is is this an interesting
&gt;design goal?

You're putting words in my mouth.  My only point was that using a modal
interface penalizes players much more for simple typos than a non-modal
interface does -- I've said nothing about preventing players from making
mistakes.

An interface which unduly punishes the user for simple mistakes is,
quite simply, a bad interface.  Thus, this is an important part of designing
the interface.

&gt;And in most games, setting down the sword _has no other consequence within
&gt;the game_.  But if you were a monster would you rather attack an armed or
&gt;an unarmed hero?  This has a lot to do with the music skill thread, but
&gt;in this case swordplay is considered a more useful activity.  Yet while
&gt;we are complicating the actions the character must take we keep trying
&gt;to simplify the actions of the player.

Do we?  I wish to simplify the *interface*, not the *actions*.  There is
a difference between the two.  It should be noted as well that the
*character*
and the *player* are two distinct things... making the *character* do more
does not necessarily mean that the *player* must do more.

&gt;I think the really valuable conclusion of this
&gt;discussion is that character actions need to be
&gt;atomically scripted for the benefit of new players, but advanced players
&gt;would be able to rewrite the scripts to their personal level
&gt;of sophistication.  And yes, this means that advanced players would be
&gt;more vulnerable to typos, or "interface mistakes".

I have no problem with making experienced players more vulnerable to
typos --
they should have had time to learn the interface so that they know how to
handle them.

&gt;&gt;In any case, though, it should be noted that typos are an artifact of the
&gt;&gt;interface -- if the player actually *were* his/her character, it would be
&gt;&gt;impossible for him/her to try to weld a sword when he/she meant to wield
it.
&gt;
&gt;Is there some kind of perfect one-to-one, artifact-free interface between
&gt;my mental self and the physical world?  If so, where can I buy one?
&gt;If the player actually *were* his/her character, what the heck is this
&gt;random skill check stuff?

It's God playing dice with the universe.  :-)  I come from a paper RPG
background, and that's what I really want to recreate.  In a paper RPG,
there are almost never such problems, because the "interface" to the game
is a human GM, who is capable of asking for clarification, realizing when
a player probably meant something else, and accepting quick restatements
("I'm going to weld my sword.  I mean, wield it.").

This doesn't eliminate tactical errors (e.g., forgetting to bring your
sword at all).  If you wish to allow for things like a character's
sword being stuck in his/her scabbard, it seems to me that it makes more
sense to account for that separately -- after all, the physical ability
of the player to type well isn't related to the physical abilities of
his/her character.  (At least, it isn't on most muds.)

&gt;I would like to point out a possible gap between real-time _interaction_
&gt;and real-time _interface_.  The "real-time nature of muds" is
characteristic
&gt;of the interaction, not the interface.

The interface is how players interact with the mud, so this seems like
a false distinction to me.  Or are you talking about the interaction
between the characters and their universe, rather than the interaction
between the players and the mud?

&gt;This reply has been stewing in my dead letter file long enough.  I'm
&gt;sure I haven't been nearly explicit enough in my opinions.

Join the club.  :-)  I'd like to reiterate that all I'm getting at is that
the interface shouldn't make it unnecessarily difficult to "pilot" one's
character -- some difficulty is unavoidable, but we should try to reduce
it where we can.  A modal interface for asking for clarification on commands
seems to me to be too likely to cause problems -- especially given the ease
with which it should be possible to make in non-modal (and the one in the
original example really is non-modal, as the original author has since
clarified.)
--
      |\      _,,,---,,_        Travis S. Casey  &lt;efindel#io,com&gt;
 ZZzz  /,`.-'`'    -.  ;-;;,_   No one agrees with me.  Not even me.
     |,4-  ) )-,_..;\ (  `'-'        rec.games.design FAQ:
    '---''(_/--'  `-'\_)      <A  HREF="http://www.io.com/~efindel/design.html">http://www.io.com/~efindel/design.html</A>



</PRE>

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] OT: Usability and interface and who the hell is su</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00117" HREF="msg00117.html">Re: [MUD-Dev] OT: Usability and interface and who the hell is su</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sat 18 Oct 1997, 01:15 GMT
</LI>
</ul>
</ul>
</ul>
<LI><strong><A NAME="00048" HREF="msg00048.html">Re: [MUD-Dev] Usability and interface and who the hell is suppo</A></strong>, 
Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Sun 05 Oct 1997, 20:58 GMT
<UL>
<LI><strong><A NAME="00106" HREF="msg00106.html">Re: [MUD-Dev] Usability and interface and who the hell is suppo</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Tue 14 Oct 1997, 18:51 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00049" HREF="msg00049.html">Re: [MUD-Dev] Usability and interface and who the hell is suppo</A></strong>, 
Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Sun 05 Oct 1997, 21:00 GMT
</LI>
<LI><strong><A NAME="00050" HREF="msg00050.html">Re: [MUD-Dev] Usability and interface and who the hell is suppo</A></strong>, 
Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Sun 05 Oct 1997, 22:13 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00000" HREF="msg00000.html">Re: [MUD-Dev]  UI Issues: Anti-scripting techniques</A></strong>, 
Brian Price <a href="mailto:blprice#bedford,net">blprice#bedford,net</a>, Wed 01 Oct 1997, 05:37 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00004" HREF="msg00004.html">[MUD-Dev]  UI Issues: Anti-scripting techniques</A></strong>, 
Maddy <a href="mailto:maddy#fysh,org">maddy#fysh,org</a>, Wed 01 Oct 1997, 15:01 GMT
<UL>
<LI><strong><A NAME="00060" HREF="msg00060.html">Re: [MUD-Dev]  UI Issues: Anti-scripting techniques</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Mon 06 Oct 1997, 22:51 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00046" HREF="msg00046.html">Re: [MUD-Dev]  UI Issues: Anti-scripting techniques</A></strong>, 
Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Sun 05 Oct 1997, 20:22 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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