I hope you don't mind if I try to summarize a lot of the discussion that's gone on here:
There are two desires for good gameplay that can oppose each other:
- The desire for the users to have as much customizing at their disposal as possible, so that they can enhance their experience in as many ways as possible.
- The desire for the users to have as shallow a learning curve as possible, so that they can have an experience to begin with.
The extremes each line of thinking would produce are:
- An incredibly dense user interface that is extremely difficult to learn.
- A learning curve that is so shallow, there's almost nothing to be learned.
For example, the 3d modeling software Blender has multiple functions assigned to (just about) every key, so that if you know your way around you can accomplish a lot very efficiently. However, the key patterns don't seem (to my untrained eyes, at least) to have any uniform organizing principle, so it's hard to learn your way around in the first place. On the other hand, the chat-channel options in Uru are extremely limited: to either a private chat with one person, a public channel for Age Players, for Buddies, or for Neighbors. There's extremely little customizability - the Age players are whoever you're with at the moment, your collection of neighbors rarely changes, and the buddy list consists of people whose online status you want to keep easy track of - and there's correspondingly little to learn about chat channels.
Fortunately, it isn't impossible to satisfy both demands at once. It can, however, be difficult to make sure you don't compromise both, the way moving groups around in Uru is so difficult. (For example, a group can solve Gira/Kemo together, but the way to move multiple people back and forth is hard to reach, so it violates the first desire, and isn't very intuitive, so it violates the second.) To successfully incorporate easy customization without bogging people down in a screen full of alternatives needs careful consideration. Some solutions that have been suggested are:
- Remove those options until the user can take the time to learn them (a "ride").
- Have the options present from the beginning, but make the first option to present itself the one the user would likely have picked anyway ("variable defaults").
The books in the Relto bookshelf do a good job of this (or would if graphical difficulties didn't obscure it). In the beginning, you have no choice in where to begin each Age (you're put on a ride as far as linking to the Age goes), but as you explore and find journey cloths, you gain the option to return to one of those places via the journey bookmark. Once a journey cloth is activated, it becomes the first link to appear when you open the book (a variable default) but the old linking panel is still available on the next page. This would be a good system if the "turn page" option weren't so hard to see - if the way to turn pages were easier to recognize, or if the journey bookmark were on the facing page of the linking panel, it would be even better. (I suspect they weren't both visible at the same time so that Relto visitors would have access to just one of the links, as they can't turn pages. That's another limitation I'd like to see bite the dust.)
I also think that having a dense user interface is a good thing, by which I don't mean a screen crammed with options clamoring for selection, but rather a tidy and efficient use of the option space. For example, the cleft book in Relto is a dense interface: rainy and dry cleft are presented clearly and both are within easy reach. The KI should be dense with buttons so that you can access as many of its features as quickly as possible, but there's room for "rides" (gaining KI function in a modular way, rather than all at once) and for "variable defaults" (if you click on the flashing "incoming KI message" button, it should open to that message or invitation).
Marten wrote:Owehn wrote:There may be a chance to add some more functionality to the bookmark idea. Specifically, a "private link" bookmark in Relto could double as the journey bookmark sending you to the location of the last journey cloth you touched.
Possibly. "Overloading" behavior is something that must be done with care. The person may want to return to their private instance but not link to the last cloth touched... and since the private link bookmark will appear in other books not in the player's Relto, it might be confusing if it behaves differently in two places (players can only link to the main link-in spot when using a book outside of Relto).
Sorry, I didn't mean that linking book with the private bookmark would only link to the last cloth touched. Instead, I was trying to combine the bookmark idea with the existing UI in the Relto bookshelf: link through the linking panel to get to the start of the Age (or wherever the panel shows), but link through the bookmark itself to get back to the last cloth touched. Since this feature is only available on the Relto bookshelf at the moment, it seems reasonable to allow that functionality only from Relto as well. (More on that below.)
Marten wrote:Owehn wrote:Also, while I agree that using the KI to set up and manage parties must be possible, I don't think it has to be the only way: on some books outside the Relto bookshelf, the single-hand "journey" symbol could be replaced by the double-hand "share" symbol, and accepting the shared link could constitute joining a new group led by the one sharing the link (which is how I imagine sharing a link should always have worked).
I think it's really best if there be a single method to set up a party, and not have two different systems; I'd rather see the lock tabs go away entirely.
The idea of sharing links to start a group may be borne out of not wanting to use a clunky KI interface to set up a group, especially if everyone who wants to come is standing right next to you anyway. If the KI becomes smoothed out, my complaint might go away completely, but for the moment I do think a more ad-hoc, local way to start a small group wouldn't go amiss. I'm not sure what lock tabs have to do with it, unless that was about visiting the leader's Relto - for which I think you've got a good idea: Since the leader's "group relto" bookmark doesn't have any linking function, it can be tied to the permission of the other members' ability to link to the leader's Relto. That's a nice way to keep the interface dense, yet predictable. I view my idea about the share symbol similarly: if you want to give someone access to your personal instance of a nearby book, you click the "personal instance" bookmark, then them. In your Relto, there's no need for book sharing since they already have access to your Ages, so that spot can be replaced with the "journey bookmark" link, which doesn't exist in other books anyway. I do think that there should be a visual cue that in the Relto bookshelf the personal instance bookmark has a different function, and similarly that engaging the group bookmark in the leader's Relto book is tied to the other members' permissions.
Marten wrote:My thinking has always been that Nexus is engineered as a beehive of small rooms with nexus terminals. Just as Gahreesen was designed with rotating buildings so that a person could not link in without risking being melded with a wall (except for the center), somehow Nexus was built so that the chances of two people linking to the same cell is infinitesimally small.
That's been my understanding as well. On the other hand, we may want to ask ourselves whether it should be possible for one person to accompany another to the Nexus. It would certainly make for a smoother introduction to the Nexus if Greeters could tag along, and add another way to share your library of links with another person.