View Single Post
Old 04-28-2008, 03:07 PM   #15
shadowfyr
Senior Member
 
Join Date: Oct 2002
Posts: 310
shadowfyr will become famous soon enough
Re: Where have we gone wrong? *may trigger :p*

I am sure there are, and I know at least one person I talked to a while back who was thinking of making it. Its still not the same thing and the means to "see" where something goes is very artificial. One can get used to it, but its not how we interact with the real world, for the most part. There is, rather obviously, a huge difference between, "is the slightly blue something moving behind that bush a shadow I shouldn't waste ammo on, or is my opponent hiding behind it? Ah, a flash of silver, has to be my opponent!", and what you are forced to do in a text came, which amounts to, "A nearby bush moved." Without explicitly knowing the color of the opponent, or a lot of other things, the game can't "really" tell you anything that is at all useful in text, where a visual look can tell you instantly what is going on, or even let you move around a bit, so you have a better view, without your opponent necessarily knowing what you are attempting. Hard to manage in a CG game too, but you have a better idea what might "trigger" that in such a game, since you can truly tell where you are, and where you are going, related to the bush.

Point is, yeah, there should be more text in non-text, for when it makes sense, and there isn't, but there are also times where, no matter how good the mimicry you can make in text is, graphics would be better. At least one of the games I know of that is one of your 2D types, is a battletech based one. Works nice, apparently, but it didn't stop one of the players, the moment he realized he could link a mapper into Mushclient easily, to replace the "text" information on his screen with a real overhead hex-map, like the tabletop used. Sadly, its not "quite" so easy to do that with other kinds of content. lol
shadowfyr is offline   Reply With Quote