Do you mean making the Forward/Back/Left/Right directions absolute instead af relative? So Forward is always North, essentially? I’ve always thought that might be a nice system: more familiar directions than NSEW (although then is the command L
a synonym for Look, or Left?). But relative directions are just confusing: I’ve played a few MUDs that used them in places where they were trying to make the player’s life deliberately difficult and it always works.
This has been tried various times: the trouble with this (to me) is that it tends to be significantly more typing (unless the author goes to extra work to make sure that every combination of adjacent rooms always have unique starting letters) and that it’s theoretically algorithmically a lot more work to decide what to type, especially on bigger more complex maps.
If you have directions, you can place things mentally in space, so you know that the (farther away) place that you’re trying to go is “over there”, and just go in that direction, and maybe you have to remember that there are some places where you have to detour due to the shape of the map. But if you just have the room names and their connections you have to essentially do a full graph search to find which rooms to visit, which is, even in theory, much more algorithmically complex.
As I said way back when in this same thread, look at my non-directional graph of Mike Spivey’s Sugarlawn: if I’m in the cane fields (one of the red dots) and want to get back to the foyer, with compass directions I know that I go north and then just go east the whole way, and might have to detour up over the balcony or around through the south courtyard if I don’t have the appropriate keys. I don’t have to care about the rooms in between or even think about them at all unless they present particular obstacles.
But with no directions, I have to remember (and figure out what to type for) Outside the Cabin, the Gazebo, the Back Porch, the Stairwell, and then the Foyer.
Or maybe, in the worst case, Outside the Cabin, the Gazebo, the Iris Bed, the South Courtyard, the South Passage, the Library, and then the Foyer. Which would you rather do? I know which I’d rather.
And of course Sugarlawn is a terrible example because it’s a path optimization game so you always care about every room, but it was the one that I had a non-directional map for.
GO TO [ROOM]
can certainly work if it does path-finding like some games do. But GO TO [NEIGHBORING ROOM]
? Yuck. You can offer at as an option and it may well be helpful for people who don’t think directionally (and we know they’re out there). But I’m never going to use it, and I’m probably just going to skip your game if you don’t offer absolute directions like NSEW or up/down/inwards/outwards or clockwise/counterclockwise/hubwards/rimwards. And if they don’t have single-character abbreviations I’m going to be very annoyed at you. Because it’s objectively algorithmically measurably worse for me.