The area I'm hoping to resume, Autumncrest, was originally halted due to technical challenges which I'll describe in part below. This thread was originally posed as a question in the God+ forum but I've since come up with a set of possible solutions that hopefully also serves as a good foundation for future areas to be more AWESOME.
This first post is about the problems I encountered + examples of what I am trying to do, and the second is about a set of possible solutions. Please help me improve on this!
The Problem
On the heels of the Mystic Wood I wanted to create another puzzle-based zone, but rapidly I discovered that the types of puzzles I wanted to make were probably too difficult to implement with the existing area writer's toolbox.
For example, in one room I have a book, a translator of sorts, where a player can look up words he/she finds in the area to make sense of them. This is not a complex idea, but how to implement it? What does a player type to "look up" a word? My existing solution was to create a set of rules on top of the area, which enabled players to create and combine keywords as they discovered more information. This however is unwieldy in practice, at least in its current form.
To be specific, here is what it looks like when you enter the room and look at the book:
The weird line at the end beginning with ">" is part of my current "solution" of meta-area "notes", where I am telling the player how to interact with the area above and beyond the usual walking around, killing things, and collecting items. Here they can now look up words in an archaic language to see what they mean.Code:This dog-eared book must have had its share of travels. Its cover, along with some pages off the beginning, is missing, and the upper right corner has been singed--though thankfully not far enough into the pages to reach the words. A quick flip among the silky-thin leaflets reveals the words to be extraordinarily tiny...and half of them unintelligible! The words "Dolteo ve'Presa" stand at the top of every page: probably the book's title. Elsewhere, there are words in the common tongue, but phrases are brief and intermittent, and always in quotes. The rest of the language appears to be composed of the same alphabet and organized under larger headings which the scribe took extra effort to emphasize. For example, under the heading "Pilo Jenefare Quis" you see: "Aphorism. The bearer of water never sits with her back towards the rising sun." Hene ve'Tornuca chardor pequin ore sit. Te lorien fren, rewerd io-nasce hintress ware binotene. Fruti chena io-nasce ve'Tornuca yerte lor. Wi bibloporenta, per noloco fruti chena... The next heading is "Pilorne" and the only understandable content is: "Deity. The goddess of four-winged flies, who lives in a magnificent boggy marsh in the clouds." Three pages later, "Pilorne Ater'o" has this to offer: "Book. The fairy-tale of the insane dwarven goddess, Yolanthil, who bred a kingdom full of frogs to herald the fall of Pilorne." It appears that the headings, though meaningless to you, are arranged in alphabetical order. It would therefore be possible to look up foreign words in here for the relevant commentary in Common. >translate{foreign term}
To illustrate, let's say the player encounters the word "Tessimus" somewhere else in the area (which in all probability will be given by an area note as well, e.g. ">Tessimus"). She can then come back to this room and type "look translatetessimus" and read what it has to say.
In all likelihood, this is far too complex for the average player to figure out. And the last thing I want is an unintuitive, cumbersome system. As I see it there are multiple barriers to understanding:
1. Recognition of "area notes", being able to see something like ">" and knowing what that means.
2. The syntax of area notes: learning that "translate" is part of a keyword, and that it can be combined with something else.
3. The semantics of area notes: the choice of the partial-keyword "translate" is very important because a meaningful connection must be established between the partial-keyword and what the player is actually doing, i.e. it must be intuitive to look at "translate{something}" and know that one is actually, inside the character that is, looking inside this book, searching it for a word, and reading out its dictionary entry.
To me #3 is the most difficult part to get right, even if the first two challenges are hard enough. I have tried to tackle #1 and #2 via HELP AUTUMNCREST, and by alerting players to the help file with this in the first room of the area:
But challenge #3 can lead to a pretty confusing system when keywords are very abundant and especially when I started adding abbreviation guidelines for the keywords when they become very long. Anyway, that is enough for now in service to the current solution, which we can probably agree is not viable. The question is what is possible?Code:Slipper Beach [Exits: up south] Outside once again, you and your trusty vessel wash up ashore onto a small bed of coarse orange sand, enclosed on all sides by rock. The rock, a deep, rich maroon, includes an elegant arch curving from east to west, and further invites wonder by appearing not only astoundingly smooth, but also as if the entire affair is one single piece. What must have taken millenia for wind and water to carve is now the extraordinary shape of a graceful slipper, beach for heel and cave for toes. It is a somewhat gloomy gracefulness, however, due to the wispy drape of fog blocking your view of anything up beyond the foot strap. >Welcome to Autumncrest. HELP AUTUMNCREST may aid your exploration.
The example I have presented above--namely how to make a translation service available in a particular room in a way for a player to know how to interact with it--is but one of many kinds of "info management" I am attempting to introduce with this area. Each kind possibly presents its own challenges, but I feel that if we could tackle this problem and make something very simple and very understandable for the user, it may open the door for me to be able to think about the other issues from a similar standpoint and come up with effective solutions.
My questions, then, are:
* Are area notes really necessary? If so, how best to present them, and how can it be intuitive for the player to see/use and even learn to combine keywords with them? If not, how would we inform the player of complex goings-on such as telling them they can translate foreign words with an in-room dictionary?
* How feasible are custom commands for rooms, such as where the player can type "translate tessimus" instead of "look translatetessimus", the latter requiring a much bigger mental jump? One challenge is merely informing the player that this is possible; another is coming up with a way to do this for other things too and making sure that we don't clash with any existing MUD commands, which may be impossible.


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