James Bulgin
2004-05-10 05:08:20 UTC
Now that the survey is more or less complete, it's quite clear that most of you
out there prefer to play your roguelikes in ascii. I was quite honestly very
surprised by this result. I was origionally asking to see if I should bother
putting an optional ascii mode in my graphic roguelike if anybody would
actually use it. Yet it turns out that most of you would rather that than a
graphical mode at all. And this raises the question of why.
I know that some of you gave reasons for this when you responded to the survey,
however I'd like to ask the question in a little more detail. Nowadays, I
seriously doubt this is because any of you play on computers that cannot
support graphics at all due to technial limitations. Therefore, it is
reasonable to assume that it is because you enjoy it more for some reason. It
just seems to me that tilesets can be much more effective than ascii for many
purposes. I'll ignore asthetics for the moment, and focus purely on function.
First there is the issue of recognizibility. A graphical representation of an
object is often more immediatly informative than a symbol arbitrarily chosen to
represent it. A picture of a potion will be identifiable as a potion
immediatly, however it might take a little time to get used to ! being a
potion, or that + is a book. This probably isn't too big a concern, however, as
it doesn't take too long to get used to a symbol set, and there are plenty of
times where you might also need to look up additional details about an object
with tile graphics. Upon your first sighting of it, you might be able to tell
that a certain creature is some form of lizard, for example, but might need
more details than that before you know if it's more than you can handle or not.
(Such as the difference between a basilisk or a gecko, for example :) )
Next, and more importantly, there is the fact that one can (and usually does)
have many more different tiles than there are ascii characters, allowing you to
differentiate more things. Since one ascii character often refers to an entire
class of objects, you frequenty have to examine tiles to see what kind of
object it is. You might be able to tell at a glance that there is a wepon on
the floor, but it could potentially be an axe, mace, sword, bow, ect. While
most tilesets will use different tiles for these items so that you can tell
this information at a glace. Makes it quicker if you're only interested in
picking up ranged weapons, for example. Even worse, sometimes two vastly
different monsters might be represented with the same symbol (+color
combination, if implemented) This is probably a bad design decision more than
anything else, but it's something that would be more easily avoidable with a
larger symbol set.
Then there's the issue of easy memorization. Perhaps I have more trouble with
this than most people, but I often have a harder time remembering which ascii
symbol represents what rather than what tile represents what. Even if I had to
examine the tile at first to figure it out (as you almost certain had to do
with the ascii), I tend to remember it easily the next time I see it while I'm
quite liable to forget the ascii repeatedly. It's just that the tile (no matter
how poorly drawn) resembles the represented object much more than a letter, and
thus a connection is easier to draw, even if some prompting was needed the
first time around.
Also, you can more clearly represent additional information about an object or
map tile with a graphical system as opposed to ascii. With ascii, you can only
put exactally a single character per tile, but with tilebased graphics
(assuming a reasonably large tile size) one can also overlay other information,
such as whether a creature is poisoned, asleep, aware of you, ect. without
having to specifically examine the creature to find this out. Also, it's easy
to represent the fact that there might be items on the space a monster is
standing on, or stairs beneath that item (a fact that might sometimes be missed
without actually stepping on the tile) Again more information at your
fingertips without having to go out of your way to get it.
Another fact is that a purely text based display preclude the possibility of any
gui elements which could make the user interface often much easier to use.
(This is also usually the case with graphical ones as well since they were
built directally upon the origional ascii interface) It seems that with the
large number of commands in most roguelikes (many of which are rarely used and
easily forgotten), it would be much more user friendly if there was sort of
menu system for these. Instead of always looking up a command in a reference
list, then typing it in, one could simply click on an button for the command.
Not a huge thing, perhaps, but it still makes things run that little extra bit
smoother.
And of course, while I have ignored visual appeal until now, it is obviously a
factor in any game. I find graphics much nicer to look at than ascii, even if
they are very simple, and the game feels somehow more engaging. I suppose this
is a matter of opinion, though, and I have hear people say that they find ascii
somehow more emmersive. I'm curious, do you (especially those who hold this
view) play many other graphical games? Is it just that most of the available
tilesets for roguelikes are rather simplistic?
Well, this has certainly been a LONG post. I just sat down to write a quick
question and came up with all of this. There's probably more points that I ment
to mention, but I think that's quite enough for now. I look forward to reading
people's responses.
out there prefer to play your roguelikes in ascii. I was quite honestly very
surprised by this result. I was origionally asking to see if I should bother
putting an optional ascii mode in my graphic roguelike if anybody would
actually use it. Yet it turns out that most of you would rather that than a
graphical mode at all. And this raises the question of why.
I know that some of you gave reasons for this when you responded to the survey,
however I'd like to ask the question in a little more detail. Nowadays, I
seriously doubt this is because any of you play on computers that cannot
support graphics at all due to technial limitations. Therefore, it is
reasonable to assume that it is because you enjoy it more for some reason. It
just seems to me that tilesets can be much more effective than ascii for many
purposes. I'll ignore asthetics for the moment, and focus purely on function.
First there is the issue of recognizibility. A graphical representation of an
object is often more immediatly informative than a symbol arbitrarily chosen to
represent it. A picture of a potion will be identifiable as a potion
immediatly, however it might take a little time to get used to ! being a
potion, or that + is a book. This probably isn't too big a concern, however, as
it doesn't take too long to get used to a symbol set, and there are plenty of
times where you might also need to look up additional details about an object
with tile graphics. Upon your first sighting of it, you might be able to tell
that a certain creature is some form of lizard, for example, but might need
more details than that before you know if it's more than you can handle or not.
(Such as the difference between a basilisk or a gecko, for example :) )
Next, and more importantly, there is the fact that one can (and usually does)
have many more different tiles than there are ascii characters, allowing you to
differentiate more things. Since one ascii character often refers to an entire
class of objects, you frequenty have to examine tiles to see what kind of
object it is. You might be able to tell at a glance that there is a wepon on
the floor, but it could potentially be an axe, mace, sword, bow, ect. While
most tilesets will use different tiles for these items so that you can tell
this information at a glace. Makes it quicker if you're only interested in
picking up ranged weapons, for example. Even worse, sometimes two vastly
different monsters might be represented with the same symbol (+color
combination, if implemented) This is probably a bad design decision more than
anything else, but it's something that would be more easily avoidable with a
larger symbol set.
Then there's the issue of easy memorization. Perhaps I have more trouble with
this than most people, but I often have a harder time remembering which ascii
symbol represents what rather than what tile represents what. Even if I had to
examine the tile at first to figure it out (as you almost certain had to do
with the ascii), I tend to remember it easily the next time I see it while I'm
quite liable to forget the ascii repeatedly. It's just that the tile (no matter
how poorly drawn) resembles the represented object much more than a letter, and
thus a connection is easier to draw, even if some prompting was needed the
first time around.
Also, you can more clearly represent additional information about an object or
map tile with a graphical system as opposed to ascii. With ascii, you can only
put exactally a single character per tile, but with tilebased graphics
(assuming a reasonably large tile size) one can also overlay other information,
such as whether a creature is poisoned, asleep, aware of you, ect. without
having to specifically examine the creature to find this out. Also, it's easy
to represent the fact that there might be items on the space a monster is
standing on, or stairs beneath that item (a fact that might sometimes be missed
without actually stepping on the tile) Again more information at your
fingertips without having to go out of your way to get it.
Another fact is that a purely text based display preclude the possibility of any
gui elements which could make the user interface often much easier to use.
(This is also usually the case with graphical ones as well since they were
built directally upon the origional ascii interface) It seems that with the
large number of commands in most roguelikes (many of which are rarely used and
easily forgotten), it would be much more user friendly if there was sort of
menu system for these. Instead of always looking up a command in a reference
list, then typing it in, one could simply click on an button for the command.
Not a huge thing, perhaps, but it still makes things run that little extra bit
smoother.
And of course, while I have ignored visual appeal until now, it is obviously a
factor in any game. I find graphics much nicer to look at than ascii, even if
they are very simple, and the game feels somehow more engaging. I suppose this
is a matter of opinion, though, and I have hear people say that they find ascii
somehow more emmersive. I'm curious, do you (especially those who hold this
view) play many other graphical games? Is it just that most of the available
tilesets for roguelikes are rather simplistic?
Well, this has certainly been a LONG post. I just sat down to write a quick
question and came up with all of this. There's probably more points that I ment
to mention, but I think that's quite enough for now. I look forward to reading
people's responses.