• Evolution of user interfaces in variants

    From Janis Papanagnou@21:1/5 to All on Mon May 26 19:10:57 2025
    Over the past decades an abundance of Nethack variants evolved. Some
    made it a _strategic goal_ to enhance the user interface. And indeed
    quite some good changes have been invented - and in some cases also
    adopted by other variants - that were very good!

    What I don't understand is why the experiences with good interfaces
    don't converge, why they don't find their way into some of the other
    variants. Some existing good interface functions were even removed
    by some variants.

    There's quite some examples where useful interface features vanished
    (like cursor movement with inspection of screen entities in larger
    steps than just 1), or when newly introduced items and item classes
    did not consider the side interface effects they impose (for example
    in menus).

    Currently I'm still playing the CrecelleHack game and noticed some
    such change, with potentially drastic undesired effects. Previously,
    empty bottles had their own group in the menus with the same class
    symbol '!', and both could be class-selected by '!'. Now we can see
    that this got changed, empty bottles got an own object class ','.
    The effect is that if you want to select in menus all bottles, empty
    and filled, you cannot (and should not) type '!' and ',' to select
    objects of these two classes; because while '!' will still select
    the tonics, the ',' (as implemented since ever) selects *all* object
    classes in the menu. And with the typical fast typing supported by
    the muscle memory you may that way put all your objects into your
    bag [of holding] including the wand of cancellation. - A really bad
    interface change!

    There's other variants that introduced new object classes with could
    not be selected at all by the object class character in the menus.

    BTW; having so many variants with different user interfaces makes it
    not inviting to play them; every occasional switch of a variant will
    result in learning it's subtle differences and inconsistencies again.
    And if there's such bad designs (as exemplarily mentioned above) it
    makes things even worse.

    I'd wish the variant developers would cooperate and could agree on a
    sensible interface.

    Janis

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