Splitting this off from Does anyone else confuse East and West?: yeah, it comes up all the time. Here are a few threads:
- https://intfiction.org/t/strategies-to-eliminate-compass-directions-from-if-narrative/51681
- https://intfiction.org/t/alternatives-for-direction-words/68456
- https://intfiction.org/t/what-compassless-games-are-missing/13372
- https://intfiction.org/t/a-problem-of-compass-directions/46695
- https://intfiction.org/t/alternatives-to-nsew/4234/3
- https://intfiction.org/t/most-appealing-game-navigation/54526
- https://intfiction.org/t/the-compass-location-descriptions-and-mimesis/8434
- https://intfiction.org/t/non-compass-navigation/11325
Off the top of my head:
- Some people don’t visualise directions at all, or really struggle with them.
- Sticking to a square grid and avoiding diagonals maaaybe helps with that?
- Typing
go to building
or even justbuilding
is a LOT more typing than justW
. It’s really really hard to match that. - For a lot of people, compass directions just fade into the background as part of “this is how the game works,” in the same way that most we gloss over english-language fiction using “said” constantly – it just fades into the background.
- For those of us who do visualize things spatially, it’s (algorithmically, theoretically) easier to think “oh, this thing is over here” than tracing through the web of connections if we don’t have directions.
- But if the “texture” and shape of the space don’t matter, you can just let the player go anywhere and elide the traversal, like in some graphical adventure games, just one click on the map to go anywhere, and you don’t think about the space in between and that’s fine. This year’s The Den does this really well in a choice-based format, I thought.
- Or you can have a really simple map that’s mostly a straight line, maybe with a few brief side rooms: I don’t know how well this worked for directionally challenged people but I thought this year’s The Dragon of Silverton Mine did a good job of this: it’s not a straight line so it feels varied, but it’s a single main path with only short spurs (only ever one room or two?).
- I’m blanking on the name of the game, but there is at least one where you go up/down and in/out: you’re like climbing a tree or going up the shaft of a mine or something? That was a neat way to orient people: again, it was clear that there was a main direction and side directions.
So there are other options, depending on what you’re doing in your game and how you want it to feel, but for the classic text adventure compass directions are one possible really solid sweet spot of being a quick to type and working OK for a fair number of people.