http://roguebasin.com/api.php?action=feedcontributions&user=Pfox&feedformat=atomRogueBasin - User contributions [en]2024-03-29T02:15:05ZUser contributionsMediaWiki 1.36.0http://roguebasin.com/index.php?title=Talk:Berlin_Interpretation&diff=21319Talk:Berlin Interpretation2010-05-17T16:08:58Z<p>Pfox: </p>
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<div>I wouldn't call "non-modal" a "high-value" feature. I don't think most people mind "entering" a shop (or into a conversation). One could argue that "targeting prompts" are modal. In which case nearly every RL violates this. [[User:Simul|Simul]]<br />
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I feel like model issue is important when considering the input/interface overall. A modal interface makes a lot of sense for a mobile roguelike (think iPhone/Android), where there is no hardware keyboard and limited screen real estate. Also, in the case of ASCII roguelikes, you could also say that interacting with your inventory is a model activity, as well. I suppose the idea is that, besides special cases like inventory/targetting, the "main interface" is non-modal. This is fair, I think. But (once again), in a mobile context, this wouldn't lead to the best UI for the platform, based upon my experiences in this space. [[User:Pfox|Pfox]] 16:08, 17 May 2010 (UTC)</div>Pfox