Simple IF interfaces 06/23/2010
Recently Emily Short [twice], David Cornelson, Nick Montfort, and others have written about the command line/parser in traditional IF, and whether we can improve or eliminate it. Understandably, when a player tries IF for the first time, they are usually confused by the command line and the many conventions that go with it. They end up with more error messages than story, and are unlikely to persist. The command line will live on as long as authors and readers keep enjoying fiction made with it. But many have pointed out there is a huge market of readers (print and digital) and casual gamers who ought to love all this free IF, but sadly, they aren't exactly flocking to it. One reason must be the interface. Another might be the lack of "packaging," both in a marketing sense (few attention-grabbing covers, promotional materials, or sites), and a convenience sense (first download an interpreter, then a file, then find a FAQ or guide). A third for some is that playing IF can feel like using DOS or an early BBS, not reading a book. And if a reader gets past all of these things, they're likely to find most IF is about "you," trapped in an area, examining everything and picking up random things to get to the next area. Obviously, there are exceptions to all of these, but a beginner can't count on finding them before giving up. I tried to address some of these barriers, and below are mock-ups of my ideas. They fit an iPhone screen, and could be programmed in Javascript to work on mobile devices and browsers. The images are a sequence: the result of each click is shown on the next screen. Click on images to see a larger version in another window/tab. Firefox and others may shrink the image to fit that window, you should be able to click it for full size. Verb icons. Click the verb icon you want to perform, then the word in the text you want to perform it on. The main description and story carry on in the top bar (reflecting any changes you make to them), and immediate responses to your actions show at the bottom. For a working example, see my unfinished story Red. The way this mock-up turned out, it seems like it would be good to have both a TALK TO and a TALK ABOUT (with whomever you're currently speaking to) icon. And maybe a GO TO icon. Inventory. This version leaves its transcript available as grayed text, and only disables links that would break the game (e.g. players can't pick up the same object twice). You can see an example of this method by I.D. Millington at undum.com. My mock-up also has an inventory, and works somewhat like point-and-click Flash games: clicking on an object in the text either interacts with it or adds it to your inventory, and objects in your inventory can be examined and combined, or used on yourself or things in the description text. As my simple example tries to show, this would allow for some lateral thinking puzzles. One cumbersome part of the transcript method is having to scroll back for keywords you need, hitting the eye icon to look at the room again, and re-clicking objects for description keywords Popup menus. The links look just like the rest of the text, and the reader just clicks on nouns or significant phrases to view and choose from interaction options. This would keep the text "clean" and require no extra panels, but almost everything in the text would need a menu to come up when clicked. I've shown two styles, the first more of a choose-your-own-adventure flavor, the second more IF puzzle solving. Either would allow you to examine objects and their details, but also manipulate them or make choices that moved the story. I showed only verbs that served my examples, but the menus could be more consistent, offering the same limited set of verbs minus inapplicable ones based on context (e.g. no TASTE option for the moon). The menus could also use verb icons instead of words. Inventory + verbs. No mock-up for this one, but it would work as a combination of the first two examples, like a LucasArts graphical adventure such as The Secret of Monkey Island. The player chooses from a list of verbs, and performs them on links in the text or items in the inventory list. Add directional buttons, and you could have most of the interactions of IF or graphical adventures. Granted, it's fairly easy to create short mock-ups that serve my purposes. These may look like glorified CYOA games to some. The proof will be to create a working story that provides an enjoyable experience. I believe that with some extra work (programming all by hand, without the benefit of a robust environment like Inform or TADS), one could create a fiction system that allows free travel, object manipulation, and puzzles, while still being intuitive and book-like to new readers. CommentsIF newbie 06/22/2010 9:31pm
I think you all are right on - having to guess an exact phrase each time I want to proceed takes away from the thrill of the story/game. It loses something when I know what I want to do, but can't guess the specialized vocabulary that will make it happen. Horace's ideas do solve this problem. Even having to scroll back to find a term I want to click is far less disruptive than having to guess at and type in a phrase until I get it right. 06/23/2010 1:53pm
Finally someone with UX skills takes up the IF challenge. Of course the only way to really follow through on your thoughts are to implement them in a prototype and try them out on unsuspecting newbies. RealNC 06/23/2010 10:08pm
These are not better interfaces for IF. They are better interfaces for CYOA games. Also, they are too complicated. The simplest and most powerful interface is a CLI. george 06/24/2010 2:15am
I think highlighting keywords in the running text is useful up to a point similar to the second example, where you have so many highlighted words that it's just too visually distracting to make reading interesting. For that reason I like the third example, but the pop-up menus seem clunky in how they're overlaid -- I'd like to see this combined with the verb-button from the first example instead. 06/24/2010 10:55am
@RealNC - the first statement is an unsubstantiated opinion. Why do you think the mockups are "not better"? Why do you think they suit only CYOA? What makes them complicated? 06/25/2010 3:09am
@george: In a world of touch-screen devices, "mouse-over" is fast becoming a dying concept! Better to have a subtle highlight at all times than one conditional upon something that mobile users might not be able to do! 06/25/2010 11:07am
@george: I agree the keywords are too dense, but that might be softened by the fact that it's essentially the "room description," which you read once, and then only refer to as you are looking for keywords. In "action" passages, keywords would not run that densely. 06/29/2010 12:46am
One way to solve the keyword density problem is to start with plain text, and several layers of hyperlinks that are visible at different times. By that I mean perhaps the player touches a compass direction, and all the other exit words are highlighted (but not quite as boldly as the word you touched). Likewise, touching the name of an NPC might cause a secondary highlight to appear on words representing topics to ask the NPC about. 06/29/2010 11:34am
@Dennis: the idea of clicking a word and having related words light up is very cool, as is dragging words to other words directly in the text. Mike Roberts 06/29/2010 6:36pm
I experimented with some similar ideas a few years ago, with some actual live implementation and user testing. My (reluctant) conclusion was that hybridizing text IF with GUI controls doesn't work. 06/30/2010 12:12pm
@Mike: I had not considered the difference between reading something continuously vs. breaking out of that mode to go back and search for keywords spatially. Off the top of my head, I would say while playing IF I still do a decent amount of re-reading descriptions for things to interact with, but I also know I'll retype LOOK or EXAMINE rather than scroll up. Mike Roberts 07/04/2010 3:50pm
I took a look at Walker & Silhouette. The approach I tried out was similar, with the elaboration that you could also get a relevant verb menu per object by right-clicking it. I think the straight keyword approach as in W&S can work, but it makes for a rather different playing experience from traditional command-line IF, and I wanted to see if I could find a middle ground closer to that. Amy 09/02/2010 4:44am
The approach I've been toying with mentally for some time is to maintain a list of available keywords separate from the highlights in the text. If the 'current' block of text does not contain all available keywords, then above the keywords associated with the player's possessions could be listed 'out of frame' keywords, so that you wouldn't need to type look/examine to re-obtain them. Amy 09/03/2010 1:06pm
And then I see that Mike Roberts' last post covered that exact suggestion anyway. Whoops, reading comprehension fail. 09/04/2010 9:22am
@Amy: That is interesting. I personally do not LOOK or search menus often, and I suspect most IF players don't either, but you may be right that the average reader/user does, and something like these interfaces could suit them. Comments are closed. |



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