Again, I find myself in complete agreement with Radiant. We should be besties. Wanna come over for hot chocolate and girl-talk?
The comparison was a poor one. I was young and naive.
Plus, things get much more complicated when you actually sit down and hammer the game out, as we all eventually figure out! But the main point stands: If you're going to have a multi-verb interface, you must justify it. And by that I mean having several (don't know how to quantify that) instances where you get unique and meaningful responses from using two different verbs on a single subject. Talking to a person vs pushing them down a hill is a good example of this.
Can we not call it a manifesto?
Quote from: Snarky on Wed 04/09/2013 12:18:42Quote from: Andail on Wed 04/09/2013 10:56:22
I think Vince's manifesto has a lot of merit, but a game world isn't an operating system - sometimes it makes sense that the same type of object/character/hotspot should be manipulated/interacted with differently, and in a number of ways.
Absolutely, and I think I raised that point with Vince at the time. Different UIs for different purposes. Plus, games are often about mastering skills and overcoming challenges, so you don't necessarily want to make it too easy. (Though adventure games that let you have fun with the UI are relatively rare. Interestingly, I think Vince's games tend to be among them, what with the twin cursors in Linus Bruckman, and the memory interface and all the mini-games in Resonance.)
The comparison was a poor one. I was young and naive.

Can we not call it a manifesto?