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18693: Re: [MUD-Dev] When the interface becomes the challenge.
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From: "Adam Martin" <amsm2@cam.ac.uk>
Newsgroups: nu.kanga.list.mud-dev
Date: Sat, 23 Jun 2001 12:56:44 +0100
References: [1] [2] [3] <-newest
Organization: Kanga.Nu
----- Original Message -----
From: "Travis Nixon" <tnixon@avalanchesoftware.com>
To: <mud-dev@kanga.nu>
Sent: Thursday, June 21, 2001 8:39 PM
Subject: Re: [MUD-Dev] When the interface becomes the challenge.
> Point and click, that's the way to go. A cross between diablo and
> some of the more conventional adventure type games would be best,
> I think. Want to go somewhere? Click on it. Want to open a
> door? Click on it. Want to sit on that rock? Click on it. Want
> to kick it to show frustration? Well, then maybe you have to
> right click on it and select something from a menu. Or maybe you
> "highlight" it somehow and then type /kick or something. I dunno.
> That's where things start to get a little more complicated, and
> where we start talking to somebody who actually has some knowledge
> of interface design. :)
See
http://www.cl.cam.ac.uk/Teaching/2000/AGraphHCI/HCI/hcinotes.html
for a very good serious introduction to interface design (I'm hoping
you can access this - I've experimented from a few external sites
and it doesn't appear to be IP limited to the university but
apologies in advance if it turns out to be inaccessible).
As for the pointing and clicking, Runescape has evolved into exactly
the model you describe. You might want to go and check it out, and
find out first hand some of the problems as well as the advantages
of this design (the main problem I found is the excessive volume of
clicking leading to increased problems with RSI). www.runescape.com
Adam M
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