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Re: [MUD-Dev] Usability and interface
[Adam W:]
:Plus, I write graphics-ladden games at work. For the same amount of
:work you get about one tenth the functionality. Doing even the simplest
:thing requires complex animations which have to interact with the rest of
:the graphics in a semi-consitent manner (lighting, shadows, scale, angles
:of viewing...). Compare this to "There is a blinding flash of light as %s
:polymorphs into a shimmering dragon".
True enough (although that particular text is pretty lousy, IMHO! - whats
this "polymorphs" to a non-RP'er?). However, from my own experience I'll
say that several times I've said "cool!" to something graphical I've
seen in a game. The only time I recall coming close to that for straight
text was a mild "Woah!" when first seeing the Volcano Room description
in Adventure. In other words, graphical stuff may be a lot harder to
produce (I certainly won't argue that!), but it generally can have a lot
more impact on the players.
--
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA
- Thread context:
- Re: [MUD-Dev] Usability and interface, (continued)
- RE: [MUD-Dev] Usability and interface,
Koster, Raph rkoster#origin,ea.com, Mon 22 Sep 1997, 15:13 GMT
- Re: [MUD-Dev] Usability and interface,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 23 Sep 1997, 06:02 GMT
- Re: [MUD-Dev] Usability and interface,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 23 Sep 1997, 15:00 GMT
- [MUD-Dev] Usability and interface,
Maddy maddy#fysh,org, Tue 23 Sep 1997, 15:23 GMT
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