So let us summarize some of the points which have been brought up shall we? I'll also try to include a point/counter point for some of them. Warning this maybe a big post.
1) Tuts. This by far seems to be the most common problem for all the new players coming into the game. What do I do, how do I do this, why isn't this working, WHAT I AM DOING WRONG/RIGHT?
I agree that tuts are important. While I've know about DF for ages, and have roamed the forums for over a year, it wasn't until TinyPirate's tuts come out when I finally was able to get in and start playing (
TinyPirate's are worth checking out along with Captnduck's videos).
However the problem with getting Toady to put in actual tuts into the game is that the more time he spends doing these the less time there is dedicated to actual programming of the game itself. Then when the next major change comes out they may all have to change. Even with minor releases a lot may change in the tut.
Solution: As some people have pointed out, having links on the title page, or on the help pages would be a good place to start. Us as the community can help Toady with documentation while he works on the actual game. Another option (if anybody in the forum is willing to work on it) would be an document which has a index of all the commands in the game (See the index for the Java API to get a rough idea of what I mean). As much as I like the DF wiki you don't see a single list of all the different commands in one place. E.g. if you looked at the entry for Dig it would show what menus and keys presses you would need to get to it and what it would do. You would then bundle this help file in with the DF zip or place it as a alternative download.
2) Ascii, and tilesets. There seems to be split ideas about this. Some like ascii, some don't, and some just don't care. Ignoring the aesthetics of the ascii art it gets reduced down to these ideas:
Some people don't know they can change it.Some will never be able get used to the ascii characters. For some people it's not that they dislike the look, its just that they can't comprehend all the information in that form. But how many people would give up because they take one look and simply go "ugh".
The problem for these people is that don't know they can change it. Some people who get told about DF will never visit this site, they'll never know. Again if there was some sort of first time screen which told you about the tiles it may change some peoples ideas. Having just a link to Bay12 games on the title screen isn't enough to make people come and research.
It's hard to change.Its not always easy to install a new tileset. Even more so when things start going wrong like the tiles not tiling correctly, or it displaying the wrong tile. Worse you often copy across init/graphics files and lets face it, most people don't take the time, remember or even know to back a copy of DF just in case anything goes wrong.
There should be at least another one included by default.There are two ways would could do this. First would be to include a fairly complete tileset with instructions on how to switch between the two. Second would be to program DF to be able to recognise different tile sets in the DF folder.
3) UI. Ah the user interface. Where to begin?
Layout
I would like to point that I too play DF on a laptop and that its different from the default layout. This also happens to include international keyboards (and different keyboard layouts such as DVORAK.) Having the ability to change swap between a full keyboard layout and a laptop layout without having to remap the keys (which again involves the editing of raw text files) would be extremely useful. I do know that included with the
OpenGL versions Baughn and others are currently working on trying to get input working constantly across all types of keyboards.
ConsistencyThis is something I've struck and I'll fight through it but having keys which navigate through some menus one way and then another way in another menu is very frustrating. I've been put off not just games, but programs because menus were not consistent in the way they acted and responded.
In fact I cannot stress this point enough. The
average player isn't go to stick around if they get frustrated by menus. Just having to over come the ascii and figuring out what to do is hard enough as it is.
The Angry Video Game Nerd as a small section in his Metal Gear video which sums up frustrations with inconsistencies.
ListsSome people have pointed out that it is incredibly hard to pin point things sometimes, and that you have to go scrolling through lists and lists and lists.
Solution: Filters which sort list after selecting all criteria. Custom lists which you can define yourself. The ability to re-order lists (by alphabet, by distance, by quantity, etc.)
Buried by sub-meunsWhere is that command that I want? Damn that's not it. I don't remember.
There is no easy around this but DF has a lot of menus. And a lot of sub-menus. This is a spin of having a complex game and there is no easy fix for this.
SOLUTION FOR ALL: Mock-ups. I know this sounds weird but make mock-ups. Show us how you would want the menu to be laid out. Tree diagrams, pictures, description, mock-ups are a cheap and easy way to refine a menu or interface system WITHOUT having to re-program the game. Best of all it allows two things to be done at once because you don't have to do the extra programming and it gives you a head start on the UI arc.
Also peoples of the community mock-ups you make are an easy way for you to help Toady. You think that you could do a better UI. Draw us a picture, don't hesitate to incorporate other people's ideas. Every refinement is a step towards a better UI.
Example:
I think it's time for a complete interface overhaul, and I suggest something like this:
I think it's all pretty self-explanatory, but if there's any confusion just ask what I meant with a particular item.
This, of course, is merely a rough sketch and is meant to portray the general style of the interface only. Specifics like what tabs will be used and what will be put in which tab should be given a lot of thought to make everything as intuitive as possible.
The easier the UI the more people will play.
Final Point - ObservationsFrom this list I can see a few place to start with helping new players.
1) A first time users screen. Links to tuts and some about tile sets, or again something point to information about tile sets.
2) I don't believe that the UI will be changed anytime soon. I think the best bet would be a manual. Something different from the wiki format, and without tuts or story or anything like that. Just list menus, commands, buildings, professions etc.
3) A printable quick command sheet! Something they can plonk on their desk or however they would want to do it.
I haven't covered everything, but these three things stuck out as the main points.
There are other issues which have been rasied in this thread. Framerate (some of these are being address by Baughn with the OpenGL), the toughness of later years, the very direction which Toady is working on. In regards to these it's an alpha release. You shouldn't except anything to work correctly, and you shouldn't except bugs to be fixed quickly.
The main point everybody seems to agree on in this regards is screw save compatibility and bring on shorter releases.
Just remember for the most part it's one man working on his. He only has so much time to work on everything, but he does have a plan. Lets trust in that plan.