dpeg wrote:andreas: We have changed basic UI components before.... However, I think we should design with a mind towards new players. If it's better for them, I am fine with expecting oldbies to adapt -- after all, it'll be eventually better for them as well.
Oh sure. I didn't mean that it is always bad to make veterans adapt to a change in basic UI. I meant I don't think it's a good idea in this case, because it doesn't seem to be a clear overall improvement. However, if some people would like the UI to work in the proposed way, and it is technologically feasible to give them the option, and someone is willing to code it up, I don't see much point in not allowing those players to have the option. I don't have much sense of how common a request this is, though.
However^2, this does not hold for the equipment commands, in my opinion. Yes, the learning curve is steeper with five commands over a single one. But the gameplay experience is better with dedicated commands for item categories. Having to page through a list is especially bad, but it already matters if you have to scan four or ten or twenty lines of screen feedback.
Seems like some people would rather look through one long list with all the relevant options. Not me; but I'm not going to tell them they're wrong about what they want, especially if it doesn't change how others experience the interface.
As for the learning curve: well, not everyone wants to pour time in up front. Sometimes people are interested in just trying a game out for a while and seeing how it goes, or are fine with playing slowly and casually, etc. They might plan to optimize the way they deal with the interface later, if they decide they like the game.
Admittedly a different situation, but I think it's similar: a lot of programs have shortcuts that are very effective for the users who take the time to learn them. But the programs don't force users to learn shortcuts instead of use dropdown menus or whatever. The designers rightly realize that some users will not be interested in memorizing more shortcuts to do stuff faster/more effectively, and are happy with plodding along.
(For that matter, right now we let players use the mouse to do all their inventory manipulation, which is quite slow if they're moving with the keyboard. I think it would be silly to try to force players to handle their inventory with the mouse if and only if they're moving with the mouse, though, on the grounds that it encourages them to use a faster more fluid playstyle....)
Anyway the learning curve is steep already; I do think it's worth thinking about what cognitive costs it's worth it to make new players pay.