Icons in Roguelikes

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You know what icons are. You meat them everyday. It's those little,
colorful
pictures on your computer screen you can click with mouse to make them do
magic for you, right?

But there's more than this in the word 'icon'. So, what's an icon then?
I'd say icon is an abstract, symbolic representation of an idea or action.
Note the lack of word 'graphical'.

Why would anybody talk about icons an a roguelike-related forum? Everybody
knows that 'hardcore' roguelikes are text mode, and most of others are
tiles,
but still no icons.

Well, surprise. Tiles are icons, for one thing. ASCII characters
representing
various parts of dungeon are icons too. But there's much more icons in
a roguelike game. We will get to it.

Now, once we see that we won;t run away from icons, it's time to ask 'what
icons are good'? What features should an icon have to really do it's job?
What's that job anyways?

I think the user should be always able (in order of importance):
1. To easily recognize the idea behind the icon. At best, icons should be
obvious, they should talk directly to the common knowledge of the user.
If
that's not possible, they should at least talk to his imagination or
a well
established standard.
2. To easily tell one icon from another. That's why they are symbolic.
It's no
good if you can't tell one icon from another -- you have to rely on
their
positions, or you're totally lost if their positions change too. It
should
be easy. You should never have any doubt what icon is this. That's why
icons are abstract -- they have their important parts exaggerated.
3. To look at he icons and not vomit. The icons should be kept in style,
possibly matched to the overall theme of the game. They shouldn't stick
out
so bad that they break the immersion.

These three criteria are in fact pretty obvious. What's not obvious, is
the
range of elements they apply to. The range of game elements that are in
fact
icons.

So what's an icon in a roguelike game?

Obviously, the toolbar in a graphical roguelike would consist of icons.
They
represent the 'ideas' of actions you can perform. So, analogously, the
letters
bound to commands are kind of icons too. Not graphical, but still.

Tiles in a graphical roguelike can be considered icons too -- they
represent
the 'ideas' of dungeon elements. So the letters in a text-mode roguelike
are
icons too.

What more? Lots! Ever wondered why most of roguelike games uses the same
items? Yes, the names of items are icons. They represent an idea behind
them.
And no, it's not the idea of the item they call -- that would be
a stretch.
Instead, the 'sword' gives you an idea of some kind of weapon. It doesn't
matter how the weapon really looks like or is used like -- it increases
your
attack power, damage, anything -- it's a symbol, an icon.
Several more complicated roguelikes use item names that are far from
common.
An English speaker might know the words (but usually doesn't know how the
item looks like exactly), others have to look it up. It's not a good icon.
It
puts the 'style' requirement before the other two.
When thinking about the names of items you want to include in your game,
you've got to be aware that they are really icons.

Other icons in a roguelike? Race/class, alignment (good/evil, etc.,
probably the oldest icon known to mankind), the monsters (everybody knows
the ideas behind 'dragon' and 'daemon'), etc. They are all like pieces on
the
chessboard -- they represent elements of the game, often trying to keep
some
kind of theme, sometimes even fooling us to think they are not icons.

Anyways, once you've been pointed it out, you should be able to see the
icons
as icons, and thus make them good icons in your game -- it often helps
greatly.

This article was also added to roguebasin wiki.
--
Radomir @**@_ Bee! The quest for the Real World:
`The Sheep' ('') 3 Try #2: goto -1
Dopieralski .vvVvVVVVVvVVVvv.
 
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Andreas Koch wrote:
> ABCGi wrote:
> > In this way I find stairs < > very good too.
>
> Hmm... am i the only one who constantly
> forgets if down is left or right?
>
> I would find ^ and v somehow more intuitive,
> i guess :)

I think that it would be easier to remmber, ut ther's a degree of
symmetr with < > that ^ v doesn't have. I think it's easier to remember
that in english(and most languages which ascii supports), forward is
right and down(forward to victory!) and backward is left and up.
 
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The Sheep wrote:
> You know what icons are. You meat them everyday. It's those little,
> colorful
> pictures on your computer screen you can click with mouse to make them do
> magic for you, right?
>
> But there's more than this in the word 'icon'. So, what's an icon then?
> I'd say icon is an abstract, symbolic representation of an idea or action.
> Note the lack of word 'graphical'.
>
> Why would anybody talk about icons an a roguelike-related forum? Everybody
> knows that 'hardcore' roguelikes are text mode, and most of others are
> tiles,
> but still no icons.
>
> Well, surprise. Tiles are icons, for one thing. ASCII characters
> representing
> various parts of dungeon are icons too. But there's much more icons in
> a roguelike game. We will get to it.
>
> Now, once we see that we won;t run away from icons, it's time to ask 'what
> icons are good'? What features should an icon have to really do it's job?
> What's that job anyways?
*SNIP*

I like the @ "icon" or symbol in RLs, intuitively it
represents a PC or humanoid, the player and is the key
to press if you want to know more about @ - you.

In this way I find stairs < > very good too. When I first
played RLs these were the types of keys I didn't go looking
in the keybindings for other than the movements keys.

I wonder what a RL where all the keys matched the symbols
with a clever interface design?

> This article was also added to roguebasin wiki.

Thanks for the article.

--
ABCGi ---- (abcgi@yahoo.com) ---- http://codemonkey.sunsite.dk
Fun RLs in rgrd that I have tested recently!
DoomRL - DwellerMobile - HWorld - AburaTan - DiabloRL
Heroic Adventure - Powder - CastlevaniaRL - TheTombs
 
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Dnia Sun, 29 May 2005 23:29:52 +1000,
ABCGi napisal(a):

> The Sheep wrote:
> I wonder what a RL where all the keys matched the symbols
> with a clever interface design?

Well, there's a tradition that letters represent monsters, so you
lose many useful keys this way. But you can use them for a relly quick
inventory, like in zday.

On the other hand, I can imagine '[' used as 'wear' (then ']' could be
'take off'), '}' as shoot, '%' as eat, '!' as drink, '(' as wield (and
')' as unwield), '+'/'-' as open/close door, '{' as quiver, '/' for zap,
'#' for tunnel, '^' for disarm trap, '_' for pray, '&' or '$' for looting
chests.
There's a problem with 'read', as '?' is better for help. You can
represent piles of items with ',', which then gets intuitive for pickup.
How would you 'drop' items? '~' is used in Angband for 'trash' items...
'=' could be 'put on ring', but how do you take it off?

The problem is that those keys are not positioned well for frequent use
and often require you to press shift.

--
Radomir 'The Sheep' Dopieralski @**@_ Bee!
(^^) 3
The Quest for the Real World, try #1: cd /..
 
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ABCGi wrote:
> In this way I find stairs < > very good too.

Hmm... am i the only one who constantly
forgets if down is left or right?

I would find ^ and v somehow more intuitive,
i guess :)
 
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NIm wrote:
>
> Andreas Koch wrote:
>
>>ABCGi wrote:
>>
>>>In this way I find stairs < > very good too.
>>
>>Hmm... am i the only one who constantly
>>forgets if down is left or right?
>>
>>I would find ^ and v somehow more intuitive,
>>i guess :)
>
>
> I think that it would be easier to remmber, ut ther's a degree of
> symmetr with < > that ^ v doesn't have. I think it's easier to remember
> that in english(and most languages which ascii supports), forward is
> right and down(forward to victory!) and backward is left and up.

Funny. I always though that forward means going up (forward to freedom!) :)
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl) [http://chaos.magma-net.pl]
My opinions are my own. Share them at your own risk.
 
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Andreas Koch wrote:

> Hmm... am i the only one who constantly
> forgets if down is left or right?
>
> I would find ^ and v more intuitive,
> i guess :)

^ : A non-character symbol
v : A character

< : A non-character symbol
> : A non-character symbol

For uninformity, all character are used for monsters, thus the <> pair
is better in this case I think.
 
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Dnia Sun, 29 May 2005 19:34:11 +0200,
Andreas Koch napisal(a):

> ABCGi wrote:
>> In this way I find stairs < > very good too.
> Hmm... am i the only one who constantly
> forgets if down is left or right?
> I would find ^ and v somehow more intuitive,
> i guess :)

Here's a hint. In most roguelikes, you're going down -- that's
the direction of your progress.
On the other hand, in many languages you read from left to right, so right
is the direction of your progress.

Now, you don't think 'am I going up or down', you think 'am I progressing
or backtracking'. :)

--
Radomir 'The Sheep' Dopieralski @**@_ Bee!
(^^) 3
The Quest for the Real World, try #1: cd /..
 
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The Sheep wrote:
> Dnia Sun, 29 May 2005 23:29:52 +1000,
> ABCGi napisal(a):
>
>>The Sheep wrote:
>>I wonder what a RL where all the keys matched the symbols
>>with a clever interface design?
>
> Well, there's a tradition that letters represent monsters, so you
> lose many useful keys this way. But you can use them for a relly quick
> inventory, like in zday.
>
> On the other hand, I can imagine '[' used as 'wear' (then ']' could be
> 'take off'), '}' as shoot, '%' as eat, '!' as drink, '(' as wield (and
> ')' as unwield), '+'/'-' as open/close door, '{' as quiver, '/' for zap,
> '#' for tunnel, '^' for disarm trap, '_' for pray, '&' or '$' for looting
> chests.
> There's a problem with 'read', as '?' is better for help. You can
> represent piles of items with ',', which then gets intuitive for pickup.
> How would you 'drop' items? '~' is used in Angband for 'trash' items...
> '=' could be 'put on ring', but how do you take it off?
>
> The problem is that those keys are not positioned well for frequent use
> and often require you to press shift.

True it would be an interesting exercise though, maybe a puzzle
level, I especially like some of the earlier ones. '=' would
need to bring up a screen to select a ring anyway so the last
two letter options are your left and right hand slot - pressing
c would highlight Ring of Silliness then pressing r would put it
on that finger?

a. Ring of Despair
b. Ring of Torment
c. Ring of Silliness *

l. Left Ring Finger: Ring of Pain
r. Right Ring Finger: Empty

Select Hand?

--
ABCGi ---- (abcgi@yahoo.com) ---- http://codemonkey.sunsite.dk
Fun RLs in rgrd that I have tested recently!
DoomRL - DwellerMobile - HWorld - AburaTan - DiabloRL
Heroic Adventure - Powder - CastlevaniaRL - TheTombs