GoogleFrog:
quote: I don't think the words "Attack" and "Fight" are particularly useful for distinguishing the difference between those two commands. Their meaning to us comes from familiarity. I think "Force Fire" is much more descriptive of the command and at least "Attack Move" fits with other RTS terminology. |
"Their meaning comes from familiarity." That will be true regardless of the names we choose. No name on its own will adequately express the actual function of these two commands given that the commands are a) different from StarCraft and b) rich, complex, and subtle.
I suggest the goal should not be to find names which best
explain the commands to new players, but rather names which
support the commands as new players discover what they do and how they work. That discovery will take place in several ways. The main way will be simple trial and error during play. A player who A-clicks blindly will see that his units do what's expected, but then when he tries to use A to focus fire on a target he'll be puzzled when some of his units keep pursuing other targets. This is better than the other way around, but it still leaves a gap in the player's expectations. The player will naturally fill that gap by exploring the game's interface.
That's where the tooltips come in. Players won't even know what the names of the commands are
at all, no matter
what we call them, until they look at the tooltips. The tooltip - in addition to showing the name of the command - should have a short explanation (very, very short) that both fills the gap in their expectations and leads them towards a deeper understanding of what the commands actually do (i.e. "A" is more than attack-move, "F" is more than focus-on-a-unit or fire-at-ground). I suggest that the tooltips I offered earlier do exactly that.
The third method of discovery - after trial-and-error and exploring the interface - will be using the tutorial material that we provide. This includes tutorial missions, player guides, and videos. Few people will start with these, and probably most won't even bother with them at all. But those who want to go beyond what they can learn by just playing the game will eventually turn to those resources, and here is where they'll get exposed to our terminology of choice as well as a full explanation of the commands. In this material, the names of the commands don't need to
explain the commands, since the material will do that. Instead, the names of the commands need to
make sense given the explanation of what they do. And then later, as the players put what they've learned into practice, the names need to
evoke the commands' functionality so that the players have a mental hook upon which to hang their conception of how to use the command.
And finally, the fourth method of discovery is participation in the community. Here is where we - you, me, Anarchid, TheEloIsALie, and the new guy who just started playing and is posting a newbie question hoping for an answer - we all need to be using terminology which expresses what the commands are actually doing, so that as we explain them in depth - and discuss how and when to use them, how to use them more effectively, and whether to make any changes in the game to make them better - we can be confident that our explanations are easily understood. We need terminology which supports the discussion rather than obscuring it.
I suggest that "Attack" and "Fight" are very good names in all these regards.
The term "Fight" is unique to Zero-K, as is the command's functionality. Once the player learns what is unique about the command they'll appreciate having a unique mental hook for that command.
The Attack command includes pretty much all the functionality that anyone could reasonably expect a command labeled "Attack" to have (and then some - Zero-K's Attack command has power and flexibility that other games don't offer). All, that is, except attack-move. But once a player has gotten far enough into Zero-K to start figuring out how to use all of the interface's power and flexibility, they'll have already learned that the attack-move functionality is just Fight, or even just Move. But everything else that's attack-like is on the Attack command, and the name "Attack" is thus a very good fit for that command.
While it's true that "Attack" and "Fight" are essentially synonyms in English, within the context of Zero-K they'll have clearly differentiated roles, and those differences will be readily understood by anyone who has done anything more than blindly press hotkeys during gameplay. And while "Attack" and "Fight" are somewhat generic terms, their broadness means that they accurately (if not precisely) encompass all of the functionality inherent in the two commands. "Attack Move" and "Force Fire" are too specific; they don't match the commands because the commands do more than those names imply.
And finally, "Attack" and "Fight" are concise. "Attack Move" and "Force Fire" are not. That makes a difference as well. Concise names help in discussion, in explanation, and in forming the mental hook for the concept.
I hope you'll give this further consideration at some point. Thanks for your hard work on this excellent game.