A case for "inefficiency" in the UI
Posted: Sat Apr 14, 2012 5:15 am
There seem to be a lot of people complaining about some aspects of the game's user interface. The biggest complaints surround the usage of items and magic. I've read multiple posts in the forums and around the web that basically demand some kind of quick casting system for mages, citing how the current rune input system is frustrating and cumbersome, and saying that magic is somehow weaker because of it.
I, however, think that the implementation of the rune system is what makes magic in Grimrock so fun, and is just a facet of a design choice that many misconstrue as a badly made user interface.
The rune system in Grimrock, as you all know, forces you to input the rune combination each time you want to cast a spell. This requires multiple clicks, which, in real time combat, lowers the amount of spells you are able to throw out. In chaotic situations this is can be hectic and stressful, as you scramble to cast, strafe, attack with other party members, and avoid getting flanked. I feel like this isn't a bad thing at all. Many RPG's have spell failure chance mechanics, where a mage has a decreased chance of casting success when under attack. What Grimrock does is move this staple mechanic from the realm of probabilities and perks into the game itself. YOU are that mage casting that spell. YOU have to deal with the stress of being under attack. A miscast isn't because the RNG screwed you over, its because YOU made a mistake. Getting better at the casting mechanics literally makes your mage more powerful. This is incredibly satisfying to me. The game's combat is interesting not because it streamlined the combat and moved away from old school RPG mechanics, but rather because it embraced them.
The same thing applies to the conundrum of not having a quick hotkey belt, only two hands. I have read complaints about the hassle of opening inventories to switch to bombs and additional items, since usually both hands are filled with essential weaponry and other equipment. Some people have said that this reduces immersion. I personally think it adds to the feeling. People only have two hands. You can't wield a sword and shield and instantly throw a bomb, taken out of your pack. In Grimrock you have to do what you would do in real life: fumble desperately in your pack for the bomb, chuck your sword away, and only then throw your bomb.
A lot of people complain about the simplification of current games, yet fail to realize that the frustrating little mechanics are actually the things they find modern games so lacking.
Almost Human, you have made an incredibly game that brings me back to my gaming roots. I have had so much fun with this title. Before you decide to bow to the pressure of these complaints, know that there are people would be sorry to see the UI completely revamped. If you do decide to revamp, please make it optional. Grimrock is, after all, a Dungeon Crawler.
TL;DR
View the cumbersome mechanics are part of the immersion, and you might find yourself warming up to them.
I, however, think that the implementation of the rune system is what makes magic in Grimrock so fun, and is just a facet of a design choice that many misconstrue as a badly made user interface.
The rune system in Grimrock, as you all know, forces you to input the rune combination each time you want to cast a spell. This requires multiple clicks, which, in real time combat, lowers the amount of spells you are able to throw out. In chaotic situations this is can be hectic and stressful, as you scramble to cast, strafe, attack with other party members, and avoid getting flanked. I feel like this isn't a bad thing at all. Many RPG's have spell failure chance mechanics, where a mage has a decreased chance of casting success when under attack. What Grimrock does is move this staple mechanic from the realm of probabilities and perks into the game itself. YOU are that mage casting that spell. YOU have to deal with the stress of being under attack. A miscast isn't because the RNG screwed you over, its because YOU made a mistake. Getting better at the casting mechanics literally makes your mage more powerful. This is incredibly satisfying to me. The game's combat is interesting not because it streamlined the combat and moved away from old school RPG mechanics, but rather because it embraced them.
The same thing applies to the conundrum of not having a quick hotkey belt, only two hands. I have read complaints about the hassle of opening inventories to switch to bombs and additional items, since usually both hands are filled with essential weaponry and other equipment. Some people have said that this reduces immersion. I personally think it adds to the feeling. People only have two hands. You can't wield a sword and shield and instantly throw a bomb, taken out of your pack. In Grimrock you have to do what you would do in real life: fumble desperately in your pack for the bomb, chuck your sword away, and only then throw your bomb.
A lot of people complain about the simplification of current games, yet fail to realize that the frustrating little mechanics are actually the things they find modern games so lacking.
Almost Human, you have made an incredibly game that brings me back to my gaming roots. I have had so much fun with this title. Before you decide to bow to the pressure of these complaints, know that there are people would be sorry to see the UI completely revamped. If you do decide to revamp, please make it optional. Grimrock is, after all, a Dungeon Crawler.
TL;DR
View the cumbersome mechanics are part of the immersion, and you might find yourself warming up to them.