Pavitra wrote:I would like the links to change color when I’ve visited them, so that in such a situation, all the links would appear “visited” after I used the first of them, so that I know that I don’t need to bother clicking on the others because they won’t reveal anything new.
This might make sense, but there are many cases where it wouldn't work well, such as when those detail descriptions change. Imagine a link that pops up a description of a panel of colored lights; if you flip a switch in another room, causing one of the lights to turn on, should the link for the panel description turn to the "unvisited" color?
Hmm, that’s a good question. I guess in some situations, when the puzzle consists of
noticing that something may have changed on the control panel and you should perhaps look at it again, that could give away too much. It would probably be hard to implement too, as I guess the description isn’t generated until the link is clicked. So, no, I think it should just be based on “have I been there before”, not “does it still look the same as when I was there”.
Pavitra wrote:When one detail box leads to another, I would like to have a “back” button that takes me to the previous box I was at, because in some cases it can be unobvious or complicated to figure out how to reach that box again in order to continue exploring where you left off. Or maybe the boxes should appear stacked, so that closing the topmost one will reveal the previous one. (Some of the boxes have a back link in their text, but it would be nice to have an “external” back link that is always there (unless maybe there is a gameplay reason why you shouldn't be able to go back), visually distinct so you can spot it without having to search through the text, and automatically takes you back to where you came from rather than up to a fixed ancestor box.)
(Now that I think about it, this would be good for locations as well. In fact, I have occasionally had this problem of it not being immediately obvious how to get back where you came from even in the graphical node-based (not real-time-3D) Myst games: You pop into a new location, maybe it turned you a bit, and when you turn around you see nothing or multiple things that look approximately like where you were before. This is an unrealistic, out-of-character problem, an artifact of the discrete world, because when you can move continuously, you also have a contiguous way back in your mind, so I think an equally artificial back button would be an appropriate solution for it.)
In both of these cases, the main problem is that sometimes you're not supposed to be able to go back. If the door slams shut behind you, locking you in, you shouldn't be able to go "back" to the room you came from. Likewise, text in popups may describe transient states that are no longer applicable once you've clicked away.
Yes, that is what I meant by “gameplay reason”. But I think for detail boxes, these should be rare, since looking at something should have no side effects. (As a player, I
expect it to have no side effects, anything else would be surprising/confusing. Well, I guess in a game, surprise can have its place, but in other kinds of software, it’s typically a bad idea.) In the case of the transient state, the old box would just either show different text than before when you return to it, or it might have an internal annotation that causes it not to be entered into the back stack in the first place when it is left.
For places, alright, maybe a different way would be better. How about this: Any link in a new place (or its detail boxes) that goes back to the place you came from is shown in a special color.
belford wrote:Several places have multiple links (in close proximity) that pop up the same detail description. Is that intentional?
Sometimes I do this when there are a couple of related objects which get implemented in the same closeup description. I don't want to imply that either of them is out-of-scope, because the player might look at either part of the text and think "I want to look at that." But I don't want to invent two separate detail texts either, when one will suffice.
OK, understood. I think it would be helpful in this case if the two links could somehow be recognized as being in fact one and the same link, not separate ones – e.g. if, when clicked, they would all light up simultaneously (I’m guessing that is doable in JavaScript).
belford wrote:The "visited" color shift and the "back" button are both technically tricky. The underlying scripting model is powerful, which means any click could in theory do anything, which means that the engine can't really calculate whether a given link does something you've already done before.
As far as I’m concerned, it needn’t be as general as “does something you've already done before” – I’d be happy with “goes somewhere you’ve already been before” and “looks at something you’ve already looked at before”. If the engine can’t figure out by itself whether a link is a “look” link (and at what), a “go” link (and where), or neither, then maybe the author needs to annotate it with that information to take advantage of these features.
belford wrote:(And stacking boxes would make the interface hopelessly confusing, I think.)
I don’t know, maybe less confusing that having to figure out how the heck I get that previous box back… Or maybe there just needs to be a policy that there should be no boxes that can only be reached from another box, but all boxes should be reachable from the main text – then you could just ignore the “look” links in boxes (assuming you can recognize them as such) and be sure you’ve explored everything when you’re through with all the “look” links in the main text.
Here’s how I imagine the stacked boxes to work: Clicking on a “look” link in a box pushes the new box on the stack (and pops the old one if it is marked as transient, see above). Clicking on a “look” link in the main text replaces the whole stack by the new box. How to avoid infinitely deep stacks when there are cyclic links between boxes? Maybe if a link goes to a box that is already in the stack, it either shouldn’t push a new instance of it, but pop everything that’s on top of it, or should move the existing box to the top of the stack.
belford wrote:OSX 10.6 users are out of luck, as far as Safari goes
Thanks for looking into it – I can live with that.